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Old 23-05-2015, 08:28 PM   #1
HLR Dark Moon
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Xbox patch 1.3

Hi guys,

While we wait for the various external parties to complete their processes and release patch 1.3, here is a more detailed breakdown of the issues addressed in this patch.


Project CARS – Xbox One Patch 1.3 - Fixed Issues


Gamepad Controllers:
* Added ABS brake rumble to Xbox One triggers, so that the triggers will rumble on losing traction when braking. The amount of trigger rumble is controlled together with Force Feedback strength via the Force Feedback slider.
* Improved the efficiency of the controller rumble effect, to help make the steering more responsive on the Xbox One.
* Fixed an issue where moving the sticks from one extreme to the other would sometimes result in the steering getting stuck.
* Reworked the Xbox One analogue sticks range and axis dead zones, providing much improved steering control.

Wheel Controllers:
* Fanatec wheels – Fixed the issue with steering jolts that some users experience.

Online:
* Fixed an occasional crash when advancing from Qualifying to Race.
* Fixed an occasional crash when returning from a race to the Race Central.

Time Trial:
* Set Time Trials starting time to 11am to match the PC platform. This ensures consistent track temperatures across all platforms, as track temperatures affect lap times.

Ghosts:
* Enabled saving of community event ghosts. These ghosts are automatically stored online, and you can then download ghosts of other players’ laps for these events.

Tracks:
* Sakitto and Summerton variations - Corrected track info regarding number of turns and track length.
* Sakitto Sprint - Fixed a crash that would at times occur when using time acceleration.
* Cadwell variations - Fixed draw distance issues on various objects.
* Oschersleben variations - Fixed odd lights around track and colour issues with the horizon.
* Zolder - Fixed an issue where the player car would sometimes start in a closed garage.

AI:
* Fixed an issue where AI vehicles were sometimes sent to the pits due to low fuel on races where refueling is not allowed.

Pitstops:
* Pitstop strategy will now use the actual bar value for tyre pressures.
* Fixed an issue where the Pit engineer would repeatedly inform the player that a pit crew member has lost a wheel nut during pit stops.
* Fixed an issue where the Pit Engineer would call the player to stop for fuel when fuel consumption was disabled in options.

Replays:
* Improved the smoothness of the sun, moon, stars, and shadow motion when rewinding replays of a race that had a high time acceleration.

Driver Network Profile:
* Fixed an issue where at times the miles driven on a particular track or with a particular car would be logged under the wrong car or track. This improves the accuracy of the player’s Affinity ratings.
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Old 23-05-2015, 08:31 PM   #2
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This is a copy and paste job and I can see a lot of people being unhappy about this patch.
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Old 24-05-2015, 08:52 AM   #3
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I can't see why lots of people will be unhappy with this patch (apart from the people who want everything now) as it fixes the two major potentially game-braking issues and a bit more besides:

Originally Posted by Dark Moon View Post
* Fixed an issue where moving the sticks from one extreme to the other would sometimes result in the steering getting stuck.
* Reworked the Xbox One analogue sticks range and axis dead zones, providing much improved steering control.

I know there are people who want to see everything perfect immediately, but things take time and personally I'm very happy that the emphasis has been on fixing the major issues quickly before starting work on minor improvements.
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Old 24-05-2015, 09:25 AM   #4
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Those are the main 2 fixes that are needed asap. Smokin will no doubt say 'man up you don't need it' but as I have said else where, the Xbox controller on the pc and console are like night and day. And once its patched on the Xbox I have no doubt it will be on par with the pc and I will be playing it a hell of a lot more then I have
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Old 24-05-2015, 04:32 PM   #5
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I say a lot of people will not be happy about it, because I have seen and heard so many people moaning about it lol.

I am not one of these people as I love this game, bugs and all. I am a bit worried how the game will play after the pad fixes, because how I have the game set up now is perfect for me on a pad.
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Old 24-05-2015, 10:00 PM   #6
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Looks like there will be a couple of patches in quick succession

Quote:
Would we be right in saying that the two patches could be quite close together? 1.3 to fix the controller glitches and the 1.4 update that's been worked on since the game went gold to tie in with the Racing Legends DLC pack?

Ian Bell's response

Quote:
Correct yes.

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Old 24-05-2015, 10:48 PM   #7
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I really think these guys will work tirelessly to get things right. You have to remember they have been releasing daily builds of this thing for the past few years. That won't just stop overnight.

There next game happening is dependent on the success of this, I hope and think, they will do all that is required to make this thing what it deserves to be.
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Old 24-05-2015, 11:37 PM   #8
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Yeah I don't think they will give up on the game after 6 months a la T10, they are in it for the long haul. Ian Bell was even talking about DX12 for the Xbox One and how it's going to make a difference
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Old 01-06-2015, 07:43 PM   #9
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Save starting a new thread, here ar e the Patch 1.4 notes

Quote:
Patch 1.4 notes



Project CARS –Patch 1.4 – Release Notes

General
* Pagani Monza Clubday invitational event - No longer causes the game to crash when using a specific livery on the Pagani Huayra.
* PC - Fixed an issue that would cause the game to crash while watching saved replays, when shared memory is enabled.
* PS4 - Anisotropic filtering has been increased to help reduce blurry textures.
* PS4 - Temporal anti-aliasing has been further optimized. This reduces the ghosting effect and additionaly gives the player full control via a slider to tweak the resulting image according to personal preference.

Performance improvements
* Xbox One - Various performance optimizations, adding up to an average of 5-6% performance improvement. This results in an overall smoother experience.
* PS4 - All shaders have been rebuilt using new shader compiler, giving a significant performance boost in some areas.
* PS4 - CPU performance gains due to new more aggressive code optimisations.

Physics & AI
* The AI loss of grip that results from tyre degradation as a result of wear is now more noticeable.
* The AI will now show much more realistic grip loss when running on slick tyres in the rain.
* First pass improvements on various tracks to enhance the AI performance and ability (Azure Circuit, Donington GP, Watkins Glen, Bathurst, Nordschliefe)

Pitting, tuning, setups
* Fixed an issue where certain street cars would pit for tyre change during rain when they already had the correct tyres fitted.
* Fixed an issue where custom vehicle setups were lost when progressing through sessions.
* Improved the system used to select the most appropriate tyres based on current and predicted weather conditions.
* Ensure that the AI always pit when they need to change tyres based on the weather conditions.
* The Default strategy will now correctly show the tyres that will be fitted on the player vehicle during a pit stop.
* The pit stop routine will no longer start during online races until the player closes the pit stop menu. This ensures that the player has enough time to select or configure an appropriate set of actions before the pit crew start working on the car.
* Tyre pressures will now be correctly set when the player changes to a new set of tyres.
* The currently-active Pit strategy will now remain in action when advancing through race sessions.

Online
* Fixed an issue where the player was sometimes given a large time penalty when exiting the pit lane.
* Fixed an issue where the remaining session time displayed an incorrect value in the Tuning screen.
* Fixed an issue that at times would prevent a player from entering a race, after joining a second online lobby.
* Fixed and issue where the Track Location popup would at times appear on some screens.
* PS4 – The lobby browser now displays random lobbies instead of always the oldest lobbies.
* PS4 – Fixed an issue where network features could not be used after resuming from rest mode.
* PC - The lobby browser now automatically extends the search distance for lobbies when not enough of them are found using the default filter. Lobbies that are hosted further away (and therefore have potentially worse latency to all peers) appear at the bottom of the browser, and are colour coded with yellow or orange icons do indicate the quality of the connection.
* PC - The session host now regularly sets the current timestamp into a session attribute, so that sessions with too old timestamps are not displayed in the browser. This prevents stale sessions with no active host from appearing in the session browser.
* PC - When joining a session, the client now attempts to request the member details multiple times before giving up. This helps to improve the success rate of joining online sessions.
* Xbox One – Fixed an issue where matchmaking was not filtering the race length correctly.

Controls – All platforms
* Fixed pedals and triggers that vibrates during replays.
* Fixed an issue that causes the wheel centring spring to be active during driving.
* Improved force feedback strength and tweaked the default force feedback parameters for all supported wheels based on community feedback.
* Further enhancements to the steering feeling – Improved blending between the tyre force spring and the steering lock spring.
* Improved behaviour of the wheel force springs while navigating the menu system.

Controls – PS4
* Fixed an issue where the player got stuck on the career screen when entering driver name using a wheel controller.
* Improved the support implementation of several older Fanatec wheels, such as the GT2, GT3, and CSR.
* Fixed the Fanatec CSS so that it works correctly in sequential mode.
* Fixed the Fanatec CSP pedals to save the calibration correctly if player calibrated only pedals.
* Fixed the Fanatec CSP ABS rumble.
* Fixed the Fanatec CSW handbrake.
* Game Pad - Tilt Control support implemented to allow controller tilt to be used to control the vehicles.

Vehicles
* Adjusted handbrake strength on vehicles which are equipped with handbrakes.
Fixed an issue where the rain wipers’ state did not reset correctly when restarting a session.
Fixed an issue where light glows from a vehicle behind the player would sometimes appear in front of the player.
* Fixed fuel pressure gauge calibration in several cars.
* Fixed an issue where a white border would at times appear around the brake light glow of certain cars.
* Ford Mk.IV – Improved the collision model to prevent vehicles wedging in under other vehicles.
* Formula Gulf, Gumper Apollo, Formula Rookie - Fixed and issue with the livery sets that caused the livery selection to display wrong liveries.
* Lykan Hypersport -Statistics updated to latest manufacturer specification.
* Lotus 72D - Improved handing characteristics, exposed bump stops to be adjustable in the vehicle setup, reduced cold sensitivities of the slick tyres, adjusted the AI speed, wear and rain tires to match the player’s experience.
* Karts - Reworked the Karts optimization to help address performance drops with a lot of Karts on track.
* McLaren 12C GT3 - Adjusted the vehicle pose to more closely match the real car.
* BMW M3 GT4 – Improved the accuracy of the levels at which the oil and water temperature warning lights will activate.
* Ford Escort RS1600 - Improved the collision and wheel contact model to prevent climbing over other cars in collisions.
* 250cc Superkart – Improved the default setup to address controller issues on higher speed tracks, and improved the AI handling.
* Lotus 49 – Improved the AI handling of the vehicle in corners and in close racing.
* Pagani Huayra - Reduced fuel consumption to around 3mpg in hard track use, and improved cooling to prevent engine overheating.

Tracks
* Bathurst – Removed cones in the pit lane that was causing cars to get stuck.
* Watkins Glen – Fixed a number of accuracy issues around the track.
* Lemans 24h – Improved the race line at a few corners to keep the LMP cars off the curbs as this was causing the cars to lean over on two wheels.
* Silverstone National – Vehicle grid placement reworked to more closely align with the painted start boxes.
* Hockenheim (various layouts) – Reworked the wet weather reflection mapping to address incorrect object reflections.
* Willow Springs – Fixed an issue where the vehicle could drive through the barriers when exiting the pits.

GUI
* Driver Network Profile - Visual tidy up to improve usability.
* Fixed an issue where very thin lines would not always appear.
* Added support for better info display on the Community Events page.
* Fixed the issue where HUD customization was not saved on exiting a session.
* Fixed an issue where the Potential Lap time display on the Lap Info board would be inconsistent with the sector times being displayed.
* Monitor/Spectate mode - Fixed an issue where the vehicle being viewed would automatically reset to the player’s vehicle on leaving the monitor screen.

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Old 02-06-2015, 06:51 PM   #10
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Wow that's a lot of changes! Certainly looks like they've been working hard
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Old 06-06-2015, 09:12 AM   #11
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Hopefully the 5-6% increase for the Xbox makes a difference because the stuttering during gameplay is making the game unplayable for me. The constant frame drops are making me dislike the game on the console
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Old 06-06-2015, 05:19 PM   #12
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Do you have all the effects on?

Main reason I ask is that although I've occasionally had the sound glitch, I've never had a significant slowdown in frame rate. Now that could be to do with the fact that I haven't really run fast cars much, or it could be down to the fact that I can't stand the lens flare effect, even more so after it's overuse in FM5, so switched it off as soon as I got the game. That's one less thing for the XB1 to process, so I wonder if turning off even just one visual effect could help.
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Old 06-06-2015, 07:06 PM   #13
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Originally Posted by Stonedef View Post
Hopefully the 5-6% increase for the Xbox makes a difference because the stuttering during gameplay is making the game unplayable for me. The constant frame drops are making me dislike the game on the console

You playing the game we play on a Sunday night - only one other i know with 'issues'......?
Originally Posted by Spiny Anteater View Post
Do you have all the effects on?

Main reason I ask is that although I've occasionally had the sound glitch, I've never had a significant slowdown in frame rate. Now that could be to do with the fact that I haven't really run fast cars much, or it could be down to the fact that I can't stand the lens flare effect, even more so after it's overuse in FM5, so switched it off as soon as I got the game. That's one less thing for the XB1 to process, so I wonder if turning off even just one visual effect could help.

This ^^^^ I turn it off if running more than 20 cars and anything less standard clear weather. Xbox is found wanting compared to our PC versions but not enough for us to not enjoy getting our racing bug again!!
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