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[Project Cars] Feature Update 5.0 Out Now

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Posts

  • BasticleBasticle Registered User regular
    bah!

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  • VeeveeVeevee WisconsinRegistered User regular
    Basticle wrote: »
    bah!

    I know, right?

    Still though, you got's'ta do what ya got's'ta do.

  • GaslightGaslight Registered User regular
    edited May 2015
    Wait.

    Wait wait wait.

    There was supposed to be a Wii U version of this game?

    I'm sure they're beside themselves about the six whole copies of that they'll never get to sell now.

    (I will concede that putting tire data and other telemetry on the Wii U gamepad's screen would actually have been kind of neat... if it didn't mean playing the game on the Wii U gamepad.)

    Gaslight on
  • RidleySariaRidleySaria AnaheimRegistered User regular
    Kinda sad for the people who backed Project Cars for that version but they never should have counted on it. I didn't realistically expect it to ever happen. It's even a slim chance it'll happen for NX. We know they're not announcing hardware at E3 and even when they do we don't know what that hardware will be. NX might very well be some kind of repackaging of Wii U hardware much in the same way Wii was Nintendo re-selling us the Gamecube hardware with a new controller.

    Sounds like Slightly Mad Studios took the Wii U money and ran.

    -- Switch friend code: 2978-3296-1491 -- PSN: RidleySaria -- Genshin Impact UID: 607033509 --
  • BasticleBasticle Registered User regular
    There is no "Wii U money". I'm not 100% up on this because I never paid much attention during development but to quote wikipedia
    Through the purchase of Tool Packs players could contribute to development in roles including content creation, QA, and marketing media.[12] Members gain special perks, depending on their purchased tool pack. Members will receive a share of game sales profits generated within the first 3 years after launch as compensation for their efforts, to be paid quarterly.[13]

    This game was 100% conceived by the devs as a PC game. Apparently the backers voted to also make this for PS3/360. At a later time they voted to instead make it for PS4/XboxOne/WiiU. Somehow the internet (and nintendo fans especially) has this notion that SMS had a kickstarter for a WiiU game and now they're telling people to piss off. this thread is full of hilarity.

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  • Mr KhanMr Khan Not Everyone WAHHHRegistered User regular
    Third party dev treats Nintendo userbase like dirt, acts like it's the Nintendo fans fault.

    News at 11

  • VeeveeVeevee WisconsinRegistered User regular
    Mr Khan wrote: »
    Third party dev treats Nintendo userbase like dirt, acts like it's the Nintendo fans fault.

    News at 11

    More like Nintendo fans are delusional. The order of events was:

    Fans fund game

    Fans and Devs decide to try for an All console release

    Dev says WiiU release is impossibe because the U stands for underpowered.

    Nintendo fans cry outrage about being duped for money in a Kickstarter that never happened. Or about giving money on the promise of a WiiU version when the decision to make the WiiU version came after it stopped taking money.

    Devs call out Nintendo fans for being upset over something that didn't happen

    Nintendo fans double down on their stupid

    GaslightBasticle
  • RidleySariaRidleySaria AnaheimRegistered User regular
    Huh. Now we know. And knowing is half the battle.

    -- Switch friend code: 2978-3296-1491 -- PSN: RidleySaria -- Genshin Impact UID: 607033509 --
  • BasticleBasticle Registered User regular
    edited May 2015
    I am hosting a Clio Cup event for the guys I race with on the SA forum. Anyone here is welcome to come, just friend request me on Steam.

    Race 1
    JB9P3on.png


    Race 2
    fDrEB1N.png


    Race 3
    sE48VOT.png


    We're doin' this Thursday June 4th, 9PM Eastern (GMT-5)

    Google Docs link

    Note that Sakitto is, by request, a night race!


    *edit* this is for PC if that wasnt obvious

    Basticle on
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  • VeeveeVeevee WisconsinRegistered User regular
    Like usual you fail at hosting these events.

    I've got work at that time and cannot attend, thus you failed.

  • Dyvim TvarDyvim Tvar Registered User regular
    Man, Azure Coast and Cali Highway look so damn good, I wish there were more tracks like that so I could justify buying this game.

    Everyone is different. Everyone is special.
  • DirtyboyDirtyboy Registered User regular
    This is how I end up shortly after the start of most races:

    https://www.youtube.com/watch?v=YtyY50gMEts

  • BasticleBasticle Registered User regular
    edited June 2015
    Changelog for the upcoming patch http://forum.projectcarsgame.com/showthread.php?29158-Project-CARS-All-Platforms-Upcoming-Patch-1-4-Release-notes

    Everything sounds great except for it sounds like they're releasing it for all platforms simultaneously so we're at the mercy of Microsoft.

    Basticle on
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  • VeeveeVeevee WisconsinRegistered User regular
    @Basticle and anyone else who is part of a league or weekly get together, I'm trying to get a listing of all the leagues/groups in an easy to browse list on the Project Cars forum here.

    If you're group wouldn't mind the general public knowing about you and joining, please have an organizer send the information I ask for in that link. Either send a pm here or on the official forums, but I would really appreciate what I can get

  • BasticleBasticle Registered User regular
    edited June 2015
    so good news as we're probably doing the clio cup thing sunday

    Basticle on
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  • VeeveeVeevee WisconsinRegistered User regular
    If you start around noon I can join you. Have to be done by 2 to get the 3 bus to get to work by 4.

  • BasticleBasticle Registered User regular
    you are the worst, you know that?
    will probably be 3PM EST at the earliest

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  • VeeveeVeevee WisconsinRegistered User regular
    Basticle wrote: »
    you are the worst, you know that?
    will probably be 3PM EST at the earliest

    Yes I know, but thankfully if I get the job I'm applying for I'll get a new schedule that will probably let me join in the evening events.

    Because my schedule will be 11pm-7am, 6 days on 3 days off.

    And the job starts in September. Of 2016.

    I really am the worst

  • BasticleBasticle Registered User regular
    edited June 2015
    I did this in multiplayer a week or 2 ago and nothing i ever do will ever top this
    https://www.youtube.com/watch?v=FB-y_3GduKs

    Basticle on
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    CormacDonovan Puppyfucker
  • Donovan PuppyfuckerDonovan Puppyfucker A dagger in the dark is worth a thousand swords in the morningRegistered User regular
    Basticle wrote: »
    I did this in multiplayer a week or 2 ago and nothing i ever do will ever top this
    https://www.youtube.com/watch?v=FB-y_3GduKs

    Back it in, baby!

  • BasticleBasticle Registered User regular
    http://store.steampowered.com/app/334772/

    $2.99 for:


    Bentley Speed 8
    Bentley Continental GT3
    BMW V12 LMR
    McLaren F1 GTR
    Mercedes-Benz CLK LM

    Time to get my Mark Webber on at Le Sarthe.

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  • VeeveeVeevee WisconsinRegistered User regular
    1.4 is out

    It is gooood 8-)

  • DirtyboyDirtyboy Registered User regular
  • DirtyboyDirtyboy Registered User regular
  • VeeveeVeevee WisconsinRegistered User regular
    Dirtyboy wrote: »

    Mainly looking for funding, from what I've read. The game is just starting development, or at minimum is 2 years out. That's the thing about crowd funded games, you need to announce them before, or just as development starts to get the funding.

  • GaslightGaslight Registered User regular
    So... I passed on getting this during the Steam summer sale because I had that dead zone issue with my silly Xbox wireless wheel I think I mentioned before, and I still wasn't sure whether I wanted to invest the space/money in a "serious" controller setup.

    And now today, I ran across a solution that seems to completely resolve the dead zone problem with the wireless speed wheel. But for some reason paying $50 seems really hard when I know I just missed the chance to pay $35.

    I am salty.

    Are they still doing the thing they promised where a new car would come out every month?

  • DirtyboyDirtyboy Registered User regular
    Project CARS – PC Patch 2.0 – Release Notes
    Performance Improvements
    * Up to 5% frame rate improvement when using Ultra settings

    Online & Community Events
    * Multiplayer search filter 'Skill' now finds games based upon certain lobby game configuration criteria. For example, “Pro” setting now searches for Full Damage or manual-start Engine or Forced Cockpit or Mechanical Failure, and so forth.
    * Community events page – when an event cannot be entered, it will now display the reason why: ‘Coming Soon’ along with a countdown, or ‘Expired’.
    * Online – Ensure that vehicle light repairs are synchronized in MP races so that repaired headlights are visible by other racers.

    Controls
    * Adjustments made to the gears system, to prevent gears being skipped under certain conditions. This addresses an issue where gears would at times jump straight down to 1st, potentially causing engine blowouts.
    * Steering wheels – reduced the centering rate of the steering spring. This improves the feel of steering wheels at very low speeds.
    * Added support for the use of all active controllers for menu input. You can for example now use a steering wheel to race, and a gamepad to control the menus and photo mode.
    * Gear shifters – when using an H-shifter on a car that has a sequential gearbox, the gearbox will now switch through the gears until the gear selected on the H-shifter is reached.
    * Fixed an issue in Force Feedback calibration that would prevent a player from setting "Soft Clipping (Half Input)" back to 0 after modifying it from the original value.

    Physics & AI
    * Slowed down the AI opponents in the rain when using racing tyres, to make racing against them better balanced.
    * Adjusted the AI tyre wear rate to better match the player’s tyre wear rate.
    * Adjusted wear of Slicks and Rain tires to more realistic levels where needed. Typically GT/LMP/Formula cars will get slightly more than a full fuel load on soft or default slicks (depending on fuel load amounts).
    * Adjusted the heating of slicks and rain tyres to more realistic levels.
    * Adjusted tyre temperature sensitivity on several cars.
    * Adjusted rain tyres to generally be more sensitive to overheating, and less efficient in the dry.
    * Improvements to AI navigation to lessen collisions during cramped race starts, improve detection of other cars during cornering, and improve clean overtaking
    * Improved the AI pitting logic during practice and qualifying so that the AI cars run more realistic stints before pitting.
    * Reworked the AI’s fuelling logic during qualifying sessions where no refuelling is allowed, so that they don’t always fill up the fuel tanks and negatively impact their qualifying ability. The AI will now deliver far more competitive lap times during qualifying.
    * Fixed an issue where the AI would set impossible lap times during races with pit stops.
    * The AI will now pit as soon as possible when low on fuel to prevent them running out of fuel and retiring from the race.
    * Reduced the effect of damage to the car’s cooling system when suffering aero damage. This prevents engines from overheating and blowing at an unrealistic rate.
    * Fixed an issue that prevented bump starts from working properly on some cars. An example case – with gears and clutch set to manual, take an Ariel Atom out on Brands Hatch. At the first right hander, stall the car, ignition on, 2nd gear, roll down the hill up to about 15kph and drop the clutch. The car will now bump start. Exact conditions for a successful bump start will vary slightly by car.
    * Fixed an issue where at times some AI drivers in a race would use much higher skill levels than the rest of the field.
    * Fixed an issue that prevented the AI from pitting within the final 3 laps of a race
    * Further tweaked the AI ability in wet races to more closely match the player car’s ability in the wet
    * Improved the AI’s efficiency in pit timing when needing to change tyres due to weather conditions.

    Pitting, tuning, setups
    * Fixed an issue where wet tyres were fitted too long before the rain starts, causing excessive overheating and wear on the tyres.
    * Fixed an issue where, when running low on fuel, the Pit Board would appear to tell the player to do a scheduled pit stop when the player did not schedule a pit stop.
    * Fixed an issue where flat tyres were fitted to the car during a pit stop, by ensuring that the tyres are correctly inflated.
    * Fixed an issue where the car’s bump-stop value decreased after leaving a race session and joining it again.
    * Reworked the brake bias display information so that changing the values is more intuitive.

    Tracks
    * Performance optimisation pass done on: Brands Hatch layouts, Cadwell layouts, Oulton Park layouts, Bathurst, Azure circuit, and Zolder. This helps improve the overall smoothness when racing on these tracks with large grids of cars.
    * Track cutting tolerances reduced on all tracks where it was too forgiving.
    * Fixed an issue where a pit crew character would at times appear floating above the race track on various tracks.
    * Silverstone Stowe – fixed render issues on some tyre stacks, and addressed an issue with cars driving through certain objects.
    * Road America – fixed an issue where a line of grass line appeared in the air near a concrete barrier.
    * Spa Francorchamps – fixed an issue where cars under AI control would bump into the pit wall when exiting the pit lane. Fixed an issue where the AI were running too wide over the exit curb at the Bus Stop Chicane.
    * Brno – fixed an issue where cars would at times start in the same grid positions, fixed garage six to prevent the AI from getting stuck on the right side wall when exiting the garage spot, fixed an issue when running more than 20 cars in a race would cause the car in 21st to slide into the pits.
    * Le Mans – fixed an issue that would at times cause the car to crash while in the pit lane, leading to a disqualification. Improved the AI race line for better speed, and improved the AI behaviour on curbs.
    * Laguna Seca – improved the AI performance as they were running too slow in some sections.
    * Imola – Improved the pit lane AI navigation, and fixed an issue with a section of the fence at the pit entrance that appear to float.
    * Bathurst - fixed a render issue with shimmering edges in parts of the track.

    Career
    * Added a new RUF RGT8 GT3 contract to ensure that the player can enter the RUF GT3 series on contract renewal and not just when starting a new career.
    * Fixed the unlock details for the Supercar Ardennes Club Day Invitational.
    * Fixed an issue where skipping the session during a race caused the player to move up in the session results.

    Vehicles
    * Group 5 cars – adjusted the gearshift timing tolerances to fix an issue with the gearing when pausing and restarting a session.
    * Gumpert Apollo – fixed an issue with the livery sets that caused the livery selection to display wrong liveries.
    * Aston Martin Vantage GT3 – tuned engine lifetime and brake cooling parameters for better accuracy.
    * Lotus 98T – tweaked turbo to improve AI estimation of top speed.
    * McLaren F1 GTR – modified the default setup and reduced front bump steer to improve straight line stability, fixed an issue to ensure that the car’s specific HUD motec display is used
    * McLaren F1 - Fixed an issue that caused the car to use the wrong default tyre compound.
    * Ford GT40 MK4 – Reworked in several areas to improve handling and match the real car closer - Bump stops settings exposed in setup with better tuned setup defaults, increased wrap around stiffness of the tire carcass, rebalanced base vs tear grip, rebalanced player vs AI rain performance against the AI.
    * All Formula vehicles – Stop brake light reflections appearing on cars that don’t have brake lights.

    General
    * Fixed an issue where the player position would at times change to last when player crosses the starting line during rolling starts.
    * Fixed an issue that could cause the game to crash when selecting the ‘Edit Tuning Setup’ option in the ‘PIT BOX’ screen.
    * Fixed an issue that could cause the game to crash while watching a saved replay.
    * Driver Network Profile – fixed an issue where entering Free Practice mode would count toward Races Entered.
    * Audio – rebalanced the volume of skid sounds to make them a bit more audible.
    * Oculus Rift – added Oculus 0.6.0.0 SDK support, enabled positional tracking in non-helmet player camera views, implemented initial menus and HUD support, auto reset player view position at the start of a race, and disabled all non-VR-friendly scripted pre-race camera sequences.
    * D-BOX – fixed an issue that caused cars to lose power when playing with D-BOX connected.
    * Updated the achievement "I am the 5%" to ensure that it can be achieved in non-Pro-modes as well.
    * Fixed a game crash issue caused by an overflow of the email inbox when the player received above a certain amount of invitational emails.
    * GUI – fixed an issue where the controls configuration arrows in Options would not respond correctly to mouse input when attempting fine adjustment.

  • VeeveeVeevee WisconsinRegistered User regular
    New DLC with 3 Audi's and a new track, Ruapuna Park, which looks incredibly fun

    nmjoai0j4td1.png

  • DirtyboyDirtyboy Registered User regular
    Nice DLC, unfortunately will be holding off on it until I can get a wheel or fine tune controller for my lousy driving.

  • VeeveeVeevee WisconsinRegistered User regular
    Giant 3.0 patch incoming, no release date but I've spoilered the patch notes
    Project CARS – Patch 3.0 – Release Notes

    New & Enhanced Feature Summary
    * New – Friends Leaderboards – players can now toggle between viewing ‘ALL’ and ‘FRIENDS ONLY’ on the leaderboards screen.
    * New – Multiplayer Spectate Mode – players can now choose to ‘Retire to Pit Box’ during a race, and then spectate the ongoing race.
    * Enhanced MP vehicle grouping – online races now use real-world vehicle classes. This results in far better vehicle performance matching for online races.
    * New – Xbox One – added an Online Browse feature whereby the player can browse for specific lobbies.
    * Enhanced Setup and Pit Strategy system – players are now provided with information regarding current and upcoming weather, remaining session duration, current track temperatures, and more.
    * Enhanced HUD and Telemetry tyre info system – players can now see in real time which tyre compounds they are currently using, what each tyre’s pressure is, and how much each tyre is worn.
    * Enhanced Cut Track detection system – the system used to detect cut tracks is now far more accurate and 'fair'.
    * DLC Career Contract support – the game now supports the addition of career contracts for new DLC vehicles so that players can use applicable cars in their core career series.
    * Enhanced Replay system – players can now access Photo Mode from within a replay, and can switch between cars during a replay.
    * New – Force Feedback – implemented the ability via menu sliders for the user to manually tweak the menu spring strength, stationary / low speed spring strength, and overall steering gain.
    * New – the Force Feedback Calibration screen now features a multiple force feedback profile selection system whereby the user can select a base FFB style that suits personal preference, and then tweak it further as desired.
    * Enhanced Weather system – all vehicles are updated with new window rain effects, featuring dynamic rivulets, much more realistic looking water drops, and wiper blade trail effects.


    Online
    * New – Friends Leaderboards – players can now toggle between viewing ‘ALL’ and ‘FRIENDS ONLY’ on the leaderboards screen.
    * New – Multiplayer Spectate Mode – players can now choose to ‘Retire to Pit Box’ during a race, and then spectate the ongoing race using the ‘Retire to pits’ and ‘Spectate’ options (note that this is currently only available on tracks that feature a pit lane).
    * Enhanced vehicle grouping – online races now use real-world vehicle classes. This results in far better vehicle performance matching for online races.
    * Implemented support for Leaderboards reset across all platforms.
    * PS4: Fixed an issue with the browser getting stuck at ‘Looking for sessions’.
    * Added support for Multiplayer Quick Random to also join in-progress sessions
    * New – Xbox One – added an ‘Online Browse’ feature whereby the player can browse for specific lobbies.
    * Fixed an issue where the Drive button would remain permanently locked when joining an in-progress session.
    * Fixed an issue where, when the player progressed from qualifying to the start of the race, the player’s car would sometimes begin moving without player, resulting in false jump-starts.
    * Fixed an issue where using the ‘Amateur’ skill filter would at times not show any lobbies.
    * Fixed the case where changing the time of day from daytime to night-time in a lobby failed to switch the skill level from NOVICE to AMATEUR.


    Time Trial
    * Fixed an issue where restarting a Time Trial session would not remove the ‘best of session’ ghost from before the restart.
    * Force Time Trial weather on consoles to always be set to Light Cloud to match PC settings.
    * Ghost split and lap times are now displayed on timings/pause screen.
    * Updated the in-game timings board to provide a visible distinction between the ghosts and the player’s entries: all ghosts now have status set to ‘Ghost’, and the Session best ghost has DRIVER text set to ‘Session Best’


    Pitting, Tuning, Setups, Strategy
    * Enhanced Setup and Pit Strategy system:
    - - Players are now provided with information regarding current and upcoming weather, remaining session duration, and current track temperatures.
    - - In Setup, players can choose to apply different compounds to the front and rear sets. In Pit Strategy, players can now choose to change tyres symmetrically instead of configuring each wheel individually.
    - - The Setup and Pit Strategy screens will now display an estimation of how many laps the player can expect to run with the current fuel load, and updates in real time as the player adjusts the fuel slider.
    - - Players can now define pit strategies with less fuel than the initial fuel load. During a race, the fuel slider indicator will turn red to warn players when the strategy offers insufficient fuel for the remainder of the race.
    * Enhanced HUD and Telemetry tyre info system:
    - - Players can now see in real time which tyre compounds they are currently using, what each tyre’s pressure is, and how much each tyre is worn. Each individual wheel’s tyre graphic will fade out from top to bottom to indicate the level of wear. The tyre temperature display on the HUD now uses a smooth colour gradient fade to more accurately indicate temperature changes and match the display on the Telemetry screen
    * Fixed an issue where a damaged headlights would not get repaired if the player had damage level set to ‘Visual Damage Only’.
    * Fixed more cases where a vehicle’s default setup would not be correctly applied.
    * Reworked the naming of several tyre compounds to make the names more indicative of their purpose, and to ensure that front and rear compound names match when set to the same compound.
    * Restrict pit strategy tyre compound types to only those available for the current vehicle.
    * Accessing Pit Strategy in single player during non-race sessions no longer pauses the game.
    * Tweaks to AI pit logic to ensure they pit in proper mandatory window in races that feature a mandatory pitstop.
    * Fixed an issue that at times caused a setup from one car to be applied to a different car.
    * Ensure that the Default pitstop strategy is set to the Active one on each session start, to prevent issues with previously configured and now irrelevant strategies being active.
    * Fixed an issue where, if you customized a setup that was automatically loaded from your saved setups, and then drive and return to pits, the customized setup would be lost and your setup will be reset to the previously saved setup.
    * Fixed an issue in online races where the pit crew would ignore any changes made to the pit strategy once the player’s car was stationary in the pit box.


    Physics & AI
    * Improved AI rain speed realism when using treaded tyres in the wet.
    * Fixed an issue where, if a player has steering assist on and fuel use set to real, when low on fuel, the steering assist will pull them into the pits as they go past
    * Increase tyre wear for AI if driving wet tyres when track is drying or dry.
    * Improved AI behaviour during crash recovery to further minimize the chances of AI cars getting stuck.
    * Fixed an issue that would cause a car to leave the pits with no visible wheel attached after pitting to replace a lost wheel.
    * Various tweaks and improvements to how AI responds to tyre wear in regards to pitting strategies.
    * Fixed the issue with cold and current tyre pressure mismatches in pitstop strategy, as well as cold pressure not being correctly applied in the tyre system.
    * Fixed an issue with the player vehicle rolling backwards after entering pre-race tuning.
    * Fixed an issue where AI drivers would remain stuck in their pit boxes when using accelerated time.


    Cut Track / Off Track System
    Enhanced Cut Track detection system – the system used to detect cut tracks is now far more accurate and 'fair'. Many tracks were reworked to address specific issues where the cut track detection was either too loose or too strict. Players will no longer receive warnings for driving off track in the grass and other surfaces when not actually gaining time by doing so. The new system provides for scalability in strictness across game modes, to match real life application. The rules enforcement gets progressively stricter from Free Practice to Race to Time Trial.


    Career
    * DLC Career Contract support – the game now supports the addition of career contracts for new DLC vehicles so that players can use applicable cars in their core career series.
    * Added Career Contracts for core career sport DLC cars:
    - - GT3: Bentley Continental GT3
    - - LMP1: Audi R18 e-tron quattro
    * Career Invitationals – corrected Russian translation in two Invitational unlock descriptions.
    * Fixed an issue with pre-DLC save games not unlocking DLC career content.


    Audio
    * Fixed tyre skid sound when car is sitting against a kerb at zero speed.
    * Tweaked the dirt surface sounds.
    * Fixed an issue where there would sometimes be missing race audio in a subsequent race if there's an immediate quit at race start.


    GUI, HUD, Telemetry
    * GUI – sliders throughout the game interface now supports smaller increments and decrements when changing their associated values.
    * Monitor/Spectate screen – the timings table now supports mouse clicks to change the driver that’s being observed. The screen now features the ability to view the selected driver’s info when playing online, by clicking on the new Gamercard button. Fixed several cases where the map would at times randomly freeze and/or be locked on the screen when telemetry overlay is displayed.
    * When browsing Leaderboards, changing the car and track being browsed will no longer change the player’s currently selected car and track in the other game modes.
    * Reworked the Replay/Spectate/Monitor interface to a more consistent design.
    * Main game loading screens – fixed the Road America track logo that went missing, updated the Logitech logo to the new Logitech G logo, updated the Oculus logo to their new logo.
    * Driver Network Profile – practice and qualifying sessions will no longer count towards races entered.
    * Community Events – added a 'DLC required' indicator to events that require DLC content, added an event number indicator.
    * Career post-race podium screen – fixed Lap times formatting to use the more logical MMSSTTT formatting (e.g. 01:20.457).
    * HUD now reports correct split times to vehicles that are in the pits.
    * Updated the Class logos used by Road cars to better differentiate the various road car classes.
    * Fixed an issue with the Field of View slider not working.
    * Fixed an issue where Cut Track warning messages appeared in the centre of the screen instead of to the side, out of the player’s line of sight.


    Replays
    * Enhanced Replay system – players can now access Photo Mode from within a replay, and can switch between cars during a replay.
    * Replay Cameras – Azure Circuit – reworked the draw distance and positioning of a number of cameras to fix background issues and views being obstructed by trackside objects.
    * Replay Cameras – Hockenheim National – improved the positioning of a number of cameras to fix views being obstructed by trackside objects.
    * Fixed a crash that occurred when the player loaded a replay that was saved with an older version of the game.


    Controls & FFB
    New – implemented the ability via menu sliders for the user to manually tweak the menu spring strength, stationary / low speed spring strength, and overall steering gain:
    Menu Spring – the strength of the wheel centering spring in the front end and in-game pause menu.
    Low Speed Spring Coefficient & Saturation – the weight of the steering at slow speeds (<10mph) and when the car is stationary. The saturation is the maximum force for the spring and the coefficient is how quickly the spring takes effect. To avoid "cogging / notching" effects when stationary its best to leave the spring coefficient high and lower the saturation.
    Steering Gain – the gain (multiplier) applied to all steering effects (steering force, jolts, kerb rumble etc) after they have been mixed. For a clean more detailed experience set at 1.0 or below, for stronger feedback at the expense of clipping set higher (maximum value 5).

    New – the Force Feedback Calibration screen now features a multiple force feedback profile selection system whereby the user can select a base FFB style that suits personal preference, and then tweak it further as desired. You can now switch between current FFB settings (Default) and pre-1.4 (classic) by using the FFB Calibration presets. These presets are available under Options > Controls > Calibrate Force Feedback. The presets are set on top of this page and the new sliders to control the spring/steering effect are at the bottom. Whenever you change these values it becomes a custom preset. You can switch back to either Default or Classic by selecting them at the top of this page.

    Fixed:
    * Fanatec – added accelerator slip vibration support for Fanatec wheel rims that support this feature. Added sequential shifter profiles for Porsche 911, GT2, GT3RS V2 and CSR wheels. Added accelerator pedal rumble support for the ClubSport Pedals V3, and fixed brake rumble not working.
    * Logitech wheels – added LED support for the G29.
    * Custom wheels – reduced the default menu spring strength.
    * Fixed an issue where the in-game menu spring centered the wheel when pausing while driving, which was jarring when both entering and exiting.
    * Handbrake and boost controls assignments are now no longer mandatory.
    * Fixed an issue where mouse controls were producing a deadzone in the centre regardless of deadzone settings.
    * Fixed an issue where there was a sudden loss of FFB after a severe collision.
    * Xbox One – fixed an issue where Force feedback was lost when focus was lost to the onscreen keyboard, other overlaid system apps or snapped apps.
    * PS4 USB keyboard – corrected mapping for keypad '.' / 'Del' keys, removed Pause being incorrectly hardcoded to the 'P' key.


    Vehicles
    * 125cc and 250cc karts – adjusted automatic gearbox algorithm for better shifting. This reduces the occurrence of the rapid fire downshifts from 6th to 1st when locking the rear brakes.
    * Audi R18 e-tron quattro – added the missing gear readout to cockpit display. Fixed ‘quattro’ to lower case in the showroom (licensing).
    * Aston Martin Vantage GT3 – fixed the impact test position for the rear centre brake light, to ensure accurate impact damage effects on the light.
    * Bentley Continental GT3 – fixed slight asymmetry in rear suspension design which was causing some unintentional cross weight.
    * BMW M3 GT – set to use same tyre widths as the other GT3 cars. This helps equalize performance and acts to level the playing field, as this car would have used such tyre sizes if it ran beyond 2012 against the rest of the GT3 cars.
    * BMW V12 LMR – fixed engine lifetime numbers to match other similar cars.
    * Group 5 cars and BMW M1 – tweaked rain tyres heat and sensitivities to prevent them from overheating in light rain.
    * Escort MK1 and DLC BMW 2002 Turbo – rebalanced the AI performance.
    * Formula A -– added a new tyre set that includes two slick tyres: ‘Soft’ and ‘Medium’. Rebalanced the heating and wear across all four tyre sets. Reworked tyre wear to more closely match real world Formula 1 cars. Heating is now more even front to rear. Further rebalancing of the AI speed (now faster) as was required, and tweaks to the base setup to accommodate the heat change and its effect on the balance. The medium slicks make consistent grip between 180-220F, making this compound more useful as a strategic, lower wear choice. The soft slicks are the default dry tyre.
    * Formula C – dropped the AI ability in the rain a bit more for this car, as the AI was still too fast in the rain.
    * Lotus 98T – new setup to help handle the power better, new rain tyre tweaks for better heating. Some change for the slick heating and inflation pressure sensitivity of the carcass.
    * McLaren MP4 12C – adjusted the default setup to match the change to stiffer tyres.
    * McLaren P1 – stiffened up the default suspension to help prevent bottoming out at tracks like Nordschliefe. Changed tyre walls to Pirelli (licensing).
    * McLaren F1 GTR – added suspension animations to limit front wheel movement in order to stop them clipping through the bodywork on large compressions.
    * Pagani Huayra – corrected the default dry and wet tyres so that the correct tyre is selected when using ‘Automatic by Weather’.
    * Radical SR3 and SR8 – reduced the backlight on the gear LCD in the cockpit to make it easier to read at night.
    * Renault Clio Cup – updated suspension tuning and gear ratios to match exactly with correct reference data for the X98CUP Mk.4 car.
    * RWD P20 LMP2 – recalibrated oil and water temperature warning lights to turn on when the engine is starting to overheat.
    * Various DLC Vehicles – rebalanced the in-cockpit exposure levels.
    * Various cars – recalibrated the tyre deformation effect. This fixes many cars which were seeing too little or reversed lateral tyre deformations.
    * Various cars – graphical issues addressed – Mercedes C-Coupe DTM, Sauber C9, Audi 90, Audi R8 LMS Ultra, Audi R18, Audi R18 e-tron, Aston Martin Rapide, BAC Mono, Bentley Continental GT3, Bentley Speed 8, BMW 1M, BMW Z4 GT3, BMW 320 Group5, BMW M3 E30 GroupA, Caterham Classic, Caterham SP300R, Ford Capri Group5, Ford MkIV, Formula C, Formula A, Ginetta G55 GT4, McLaren F1, Ruf RGT8 GT3, Ruf RGT8.
    * Various cars – updated to use the correct tread textures for various tyre compounds
    * Modern street cars – new stiffer tyres for improved drivability, to more closely match the real world experience. This makes these cars more fun and engaging to drive. Made tweaks to the individual setups of the FWD and most Supercars to accommodate the change.
    * 4WD/hybrid vehicles – enabled visual backfires.


    Tracks
    * Azure Circuit – reset the AI track grip for the faster Formula A cars, and tweaked the driving lines to help with AI getting stuck in barriers.
    * Bathurst – fixed an issue where cars would collide against invisible objects in the pit lane, and fixed an issue with black shapes appearing in the rear view mirrors on some parts of the track.
    * California Highway – reworked the allowable driving surfaces in the final section on the double lane highway to allow the player to drive on both sides.
    * Dubai layouts – fixed a graphical anomaly on the track surface.
    * Glencairn East – fixed a false cut track warning that would trigger while driving on-track.
    * Nordschliefe – fixed an issue where AI attempting to leave their pit spots was being blocked by cars in the pit spot directly in front of them.
    * Ruapuna layouts – improved the texture quality on the distant trees, and reworked the wire mesh on the marshal posts to prevent them from turning opaque at a distance.
    * Sakitto GP – unblocked pit lane and added pit lane directional signage.
    * Sakitto International – fixed an issue where the AI would run too wide and collide with the barrier in the downhill left handed sweeper.
    * Silverstone layouts – fixed a false cut track warning at the pit entrance.
    * Snetterton 200 – fixed an issue where the player would receive a cut track warning when entering the pits’
    * Spa Francorchamps – fixed an issue where a number of bollards marking track limits had stopped appearing.
    * Watkins Glen layouts – fixed an issue where the pit entry would trigger if a player drove very close to the pit wall on the main straight, and fixed a few graphical pop-up issues.
    * Various tracks – Imola, Oschersleben GP, Oschersleben C course – cut track detection adjustments.


    Oculus Rift
    * Implemented support for Oculus 0.6.0.1 SDK.
    * Added support for a separate Graphics profile “GraphicsConfigOculusDX11.xml” when running with the Oculus Rift. This means that you can now set your graphic details to high/max when playing without the Rift, and turn the details down for optimum performance when using the Rift and the game will maintain both configurations and apply the applicable one automatically.
    * Auto disabled Crepuscular rays, Vignette and full screen raindrops.
    * Fixed excessive object pop-in in Oculus Rift mode that was caused by the modified field of view used in VR.
    * Shadow support – further work towards getting shadow support fully implemented.
    * Fixed SLI/XFire windowed mode performance issues – SLI/XFire isn't available in windowed mode, but several Renderer paths were still active, resulting in reduced performance, most notably for Oculus Rift which fakes a windowed mode.
    * Added a command-line option "-vrnomirror" that disables the desktop mirror. This will gain around 3-4% performance.
    * Fixed the issue where non cockpit view cameras were not incorporating the head-pose position correctly, which caused the camera to be spawned very low down.
    * Fixed the issue where the view in the Oculus Rift froze when returning to the main menu after a race.
    * Fixed the issue where using FXAA caused black/opaque rendering when using Oculus Rift.


    General
    * Players are no longer disqualified for running out of fuel after finishing the race.
    * Fixed an issue that would award players with a race win when skipping session after a false start.
    * Fixed an issue with 24Hz 4k Monitor modes causing the graphics code to fail to load.
    * PC – added support to enable Opponent Car Reflections by using the “-insane” command-line option.
    * Jumpstart tolerances adjusted to make the penalty more realistic when the player starts moving his vehicle before the green lights.
    * Fixed an issue that caused vehicle windows to appear invisible in the player’s rear view mirrors.
    * PC – fixed an issue with Real-time weather not working.
    * PS4 – fixed a crash that occurred when power cycling or when disconnecting and reconnecting a wheel.
    * PS4 – anisotropic filtering adjusted to improve the visual quality of some materials, mainly brick walls which were appearing blurred at some angles.
    * PS4 – fixed an issue where car bonnet reflections at times were out of sync with the environment being reflected.
    * Xbox One – implemented background DLC check optimizations to eliminate instances of stuttering in Main Menu.

    envoy1
  • VeeveeVeevee WisconsinRegistered User regular
    If anyone is looking for a race group on Saturday nights, I've found a great group that runs every Saturday at 11pm EST. Send me a PM if anyone wants details

    @Basticle think you could make it to the races at this time?

  • VeeveeVeevee WisconsinRegistered User regular
    edited October 2015
    Who here still plays this game?

    I'm on for a couple of races almost every night after work, or around 2am Central when I finally get on the computer after work. I'm able to get a public lobby race or 3 in no problem, but would like to race with more PA folks if anyone would be around then. This would be around 7am GMT or 6pm Australian Eastern.

    I bet I'm all alone, aren't I :(

    Veevee on
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