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Old 07-03-2012, 12:47 PM   #91
CQR CQR Jono
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Originally Posted by Senna s1979 View Post
I need to sort my **** out and get me some of this!

It's definitely worth it Senna......I've not committed enough time to Cars yet but it never fails to impress graphically or with driving physics
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Old 08-03-2012, 05:16 PM   #92
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I have no words......

Project CARS Community Gallery #11 WMD Portal

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  Cheers bud!
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Old 08-03-2012, 05:27 PM   #93
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Originally Posted by Slim View Post
I have no words......

Project CARS Community Gallery #11 WMD Portal

Cheers Slim - I hadn't spotted this

I'm also lost for words, this "game" just gets better and better
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Old 08-03-2012, 05:34 PM   #94
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I must say, those pictures are pretty much mind blowing.

Hopefully the next gen consoles can produce that kind of quality.
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Old 08-03-2012, 06:00 PM   #95
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I just cannot think of anything, that can handle this game on this kind of graphics, do the best GPUs and CPUs take this?
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Old 08-03-2012, 06:31 PM   #96
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Originally Posted by TfR J0ssu View Post
I just cannot think of anything, that can handle this game on this kind of graphics, do the best GPUs and CPUs take this?

I play this on my Q6600 and 560 Ti without problem.
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Old 08-03-2012, 08:44 PM   #97
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with this kind of quality? niice should get myself a g27...
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Old 09-03-2012, 04:17 PM   #98
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Build 169 released today. Includes two new tracks, Wisconsin Raceway added
Derby GP and National added, which I believe are Road America and Donnington respectively.

Edit: Rouen de Essarts and Hockenheimring also added apparently.

Quote:
Build 169 (9/3/12, Team Member +)
MUST START A NEW PROFILE WITH THIS BUILD
Adjust grid placement percentages to 80% performance, 20% random
Fix in weather system for restarting a race
Adjusted minimum AI defaults
Fixes for cockpit steering wheel/driver arms anims during AI control and replay playback
HUD display: Fixed rpm bar background colour, added fuel readout
Fixed up Badenring grids and opponent counts
Corrected opponent count for Derby and Wisconsin
Added overall AI difficultly range based on place on grid using 60% position and 40% random to bias the field to stronger drivers at the front.
Removed applinks and data from the profile for old AI sliders
Bumped version of all vehicles for Friday's stat reset
Reinstated use of phase 2 lighting data for trees - this allows headlights to cast onto them correctly
Caterham R500: LODA/B springs added
GUMPERT physics update
Constraint orientation of contact between vehicles is adjusted to help prevent scooping
Added a small range to AI driver minimum default sliders
New Caterham export
New Badenring historic export
New Belgium Forest export
New Loire exports
New Rouen export
Wisconsin Raceway added
Derby GP and National added

Build 168 (8/3/12, Senior Manager)
Input: Default menu centering spring strength reduced to 0.15 for Fanatec CSRE.
Random settings for AI settings based on min/max ranges
New ranges for AI character tweakers to allow a larger set of characterisations
AI opponents max set to 35 for new AIW. New AIW with working pitlane, 18 pit spots and 36 garage spots. New Line and corridor tweaking for AI at Bathurst
Belgian forest - performance update
Added updated tracklist and xmls for Rouen (raceline and trees)
New Badenring exports
New Bathurst exports
Rouen added
Badenring Historic added

Build 167 (7/3/12, Senior Manager)
Update tyre noise code defaults to match latest data
Remove HUD leading zero on lap time minutes and remove minutes from +/- times when zero
AI and Player Headlight mapping, default mapping is numpad 3. This can be changed in the controller config page
AI used random number to work when it should turn on its lights
Fix for bug with lights on restart and beams during the day
Shadows fix for black/clear patches appearing when shadows are very long
Static envmap convolve is now done on a seperate frame to the render, distributing the cost (gains about 8-10% overall fps)
Complete overhaul of UI centering spring implementation
Shadow FXAA only applied in high or ultra shadows
Build script : Added support for split installer ziping for patches
Asano X4: new LIGHTS material/textures for fully lit headlight case
Default day changed to june 22nd, daylight saving, location venice (nearest to bologna), new textures added for skies with higher sun
Reduced headlight spread a little.
Updates with 54 angles garage spots in theAIW. Set TRD to maxim of 53 AI at California Raceway
Added West Glencairn crowd placemt
Added new & up-to-date TRDs for the Badenring (GP, NAT, Short, Historic)
F68: more physics changes for stability
Badenring logo/temp map added
Formula A: Physics changes
New Asano X4 export
New Gumpert Apollo export
New Connecticut Hill exports
Badenring added to the game

Known Issue: Modern driver in the F68

Build 166 (6/3/12, Manager+)
HUD: fixed overlapping on laptimes element
Added 46 grage spots. Reset TRDs to suport 46 car grid at Connecticut Hill
Reset max participants to 32 until garage spots can be set at Bologna
Increase amount and volume of tyre noise
Bug fixing on ToD

Build 165 (5/3/12, Senior Manager)
Code to spread the generation of the emvmaps over time
Add ability to override gearstick animation use per view
Switch CNM driver mode to use 3PV animation but with gear-changes enabled
Fixes for spot shadow filtering (and directional shadow filtering on ATI)
Gumpert Apollo: physics update
Gumpert Apollo: skid multiplier adjusted for new tires. lowered turbo volume as it was overpowering the scene
Formula A: physics changes to improve low speed stability
New Belgian Forest export
New Bologna exports

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Old 09-03-2012, 10:43 PM   #99
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Old 09-03-2012, 10:57 PM   #100
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It's phenomenal what they are doing with the graphics.
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Old 11-03-2012, 10:07 AM   #101
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Quote:
Back in January, Slightly Mad Studios & Briggs Automotive Company announced an agreement that allows Project CARS to include the company’s stunning BAC Mono sports car.

Work on the virtual version of the car has begun and below are first previews for you to enjoy, showing the car model as it comes together bit by bit.

Starting out with the base frame, you can follow the progress as the chassis comes together and more and more components are being added. WMD members can follow the development of all content items with previews like these, from the first parts to the finished car in game.

Click the image to open in full size.
Click the image to open in full size.
Click the image to open in full size.
Click the image to open in full size.
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Old 11-03-2012, 10:43 AM   #102
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Originally Posted by Slim View Post
I have no words......

Project CARS Community Gallery #11 WMD Portal

Makes Forza look like Mario Kart.

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  hahahahahahaha!!!!
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Old 11-03-2012, 05:03 PM   #103
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Originally Posted by Slim View Post

The detail is immense, I followed the Atom V8 thread with interest a month or so back as more development screenshots went up.


I had a go on CARS last night, tried Silverstone, Road America and Donington all look decent enough. They do feel underdeveloped as you'd expect, was just to see 'The Wing' on Silverstone, looked stunning.

I still have a handling problem that was introduced some months back. It's just incredibly twitchy and oversteering. Since it happens on most stock cars I believe it's a wheel setup thing. Managed to improve it a bit but was still more hanging on to the car rather than really attacking, say Bathurst with the Racer as I had been previously.
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Old 11-03-2012, 06:02 PM   #104
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Im just downloading the new build. Will be interesting to see if the input lag is gone. And test my new gfx card

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Old 11-03-2012, 06:15 PM   #105
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Just signed up (yesterday) do i have to pay for first download?
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Old 11-03-2012, 06:17 PM   #106
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Originally Posted by smokinmasta View Post
Just signed up (yesterday) do i have to pay for first download?

If you signed up and have already paid a membership fee you can download all the builds of your level for free.
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Old 11-03-2012, 08:54 PM   #107
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Originally Posted by Slim View Post
If you signed up and have already paid a membership fee you can download all the builds of your level for free.

Havent paid anything yet!!
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Old 11-03-2012, 09:00 PM   #108
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Originally Posted by smokinmasta View Post
Havent paid anything yet!!

Ah ok. Well you need to choose a member level, make the payment and then you will be able to download a build.
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Old 11-03-2012, 09:19 PM   #109
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Even Junior - im skint atm saving for RW car in next few weeks!!
I assume i can 'upgrade' once funds allow?
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Old 11-03-2012, 09:31 PM   #110
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Originally Posted by smokinmasta View Post
Even Junior - im skint atm saving for RW car in next few weeks!!
I assume i can 'upgrade' once funds allow?

Yeah you need to invest something to get any builds. Cheapest is junior member which gets you a monthly build, next two up give you a weekly build.
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Old 12-03-2012, 11:49 AM   #111
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Must admit... The new build is much better. And was looking through the club packs and noticed that the £90 (euro) includes track day access. Does anyone have more info? I would imagine the 24k package would allow you to drive the cars or at least i hope it would.

There's been a load of bug fixes for the new build and its looking pretty. Still runs at a sready 45 fps too.

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Old 12-03-2012, 01:24 PM   #112
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What's this like with controllers? (As in, can you?). Can't view the forum.
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Old 12-03-2012, 02:36 PM   #113
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Originally Posted by Jam View Post
What's this like with controllers? (As in, can you?). Can't view the forum.

You need to register and then buy a membership (Junior is 10 Euro or £8.40-ish).
I have registered and will be getting a Junior when the Mrs clears the funds
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Old 12-03-2012, 03:56 PM   #114
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Originally Posted by Jam View Post
What's this like with controllers? (As in, can you?). Can't view the forum.

You can use a controller, can't speak for how good it is though.
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Old 14-03-2012, 10:35 AM   #115
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More tracks this Friday

Quote:
Last week, Slightly Mad Studios added five new tracks to their WMD-powered Project CARS title.

The push for new venues is far from over though as four new venues have been revealed to be included in Friday’s upcoming Team Member build.

Following the Mugello previews released two days ago, new shots now show the Circuit de Catalunya Barcelona, Oschersleben as well as Monza. The Italian Grand Prix venue will also be available as historical version featuring the legendary oval.

In order to be among the first to experience the new tracks in Project CARS, membership on WMD is required. Team Membership is available for a one-time payment of 25€, entitling members to a weekly development build of Project CARS with all the latest content.

For more info on membership pricing and benefits, please check out the WMD website.

Project CARS Sim Racing News

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Old 16-03-2012, 02:23 PM   #116
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New community gallery is up. Particularly liked this one.

Click the image to open in full size.

Project CARS Community Gallery #12 WMD Portal
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Old 17-03-2012, 06:41 PM   #117
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Originally Posted by Slim View Post
Yeah you need to invest something to get any builds. Cheapest is junior member which gets you a monthly build, next two up give you a weekly build.

Got build 169 yesterday as 'Junior' member. PC/GFX struggling mind!!
By fck AI is bloody hard!!
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Old 17-03-2012, 06:44 PM   #118
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Originally Posted by Tricky View Post
You can use a controller, can't speak for how good it is though.

Using my old analogue Thrstmuster thing and seem OK; obvoulsy would be better with wheel, but perhaps not with my 19" LG HD tv that i use for PC and Xbox
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Old 18-03-2012, 08:37 PM   #119
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WIP shots of a possible track.

Click the image to open in full size.
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Old 18-03-2012, 08:56 PM   #120
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i think it's one of those "greatest driving roads in the world" from top gear, in romania or some such place, point to point.
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