Project CARS – Stancework Track Expansion

»Slightly Mad Studios hat mit der Stancework Track Expansion eine neue Erweiterung für Project Cars veröffentlicht. Spieler erhalten damit zwei modifizierte Fahrzeuge des renommierten Auto-Enthusiasten Mad Mike Whiddett: Im passenden Trailer zur Erweiterung seht ihr das MX-5 RadBul Formula Drift Auto und den KTM X-Bow R. Auch dürft ihr einen Blick auf die im Hochland von Schottland angesiedelte Rennstrecke Bannochbrae werfen.«


Quelle:
www.pcgameshardware.de

Project CARS – Patch 7.0

Patchnotes

PHYSICS & TIRES
• Neutralized the top speed advantage of running zero camber on many tires.
• Reduced flash layer temperature cap for GT3/LMP and other slick tires to make them less prone to overheating.
• Classic Lotus cars: Disabled patch-to-hub on several tyre carcass models as it was creating a strong low-speed FFB buzz.

CONTROLS
• Update to latest Fanatec SDK

CAREER
• Corrected the German name for the LMP3 UK Semi-Pro Championship

TRACKS
• Rouen Short – Reworked the AI paths around the hairpin area to try and keep the historic cars from running up the hill on exit when in tight packs.

VEHICLES
• Repositioned the cockpit camera view to a proper center point for a number of vehicles that were reported to be incorrectly positioned.

AUDIO
• Lotus 40 and 49 – Rebalanced the AI vehicle volume.

RENDER
• Antialiasing mode DS2M fixed for AMD GPUs.

UDP STREAMING
Fixed a bug where the streaming rate option in the GUI was not working correctly. The option is enabled via the ‚Game play‘ menu ‚UDP mode‘. This can be selected between off and 1-9. The number represents the UDP streaming data rate as follows:
UDP off
UDP 1 60/sec (16ms)
UDP 2 50/sec (20ms)
UDP 3 40/sec (25ms)
UDP 4 30/sec (32ms)
UDP 5 20/sec (50ms)
UDP 6 15/sec (66ms)
UDP 7 10/sec (100ms)
UDP 8 05/sec (200ms)
UDP 9 01/sec (1000ms)
The stream is sent to a broadcast address (255.255.255.255) on port 5606.

OCULUS RIFT
All UI screens are now correctly mirrored on the main monitor.

The following entries refer to fields in the OculusSettings.xml file located in your Documents/Project CARS folder. This file is auto-generated the first time you run the game with the headset active.VSync – „false“ will ignore any user setting and use the code default (currently set to off). „true“ will use whatever vsync is set to in the „graphicsconfigoculusdx11.xml“ file in your Documents/Project CARS folder.ResetVR – Changed automatic camera position reset at race start to be user controlled, providing 4 options:0 – Always use Oculus system default position1 – Reset view once at boot-up only2 – Reset at start of race, but only once per execution of the game4 – Reset at start of every race (supersedes case above)NearZ – Overrides the game’s default NearZ value for player cameras (0.1). This value determines how close to the camera the 3D world will stop drawing. Setting this override to a value less than the default will allow for less clipping of objects close to the camera. Too low values may cause some texture flickering on objects in the game world. Try values around 0.05 as a starting point. Setting it to 0 will use the default game value.GForce – Overrides the Camera Movement value that simulates G-force effects on the player’s head. Valid range is 0-1. Setting it to -1 will use the value set in the game options.WorldMovement – Overrides the Camera Movement value that controls how the visible movement is balanced between the world vs the car. Valid range is 0-100. Setting it to -1 will use the value set in the game options.exposureFOV – This field allows you to control the FOV that’s used to calculate the HDR exposure. This is very useful for closed-cockpit cars where the default VR FOV of 120 typically causes the outside view to be extremely bright. Setting it to 0 will use the default FOV.

Project CARS: Classic Lotus

»Die Entwickler von Slightly Mad Studios veröffentlichen mit der „Classic Lotus Track“-Erweiterung einen neuen DLC für Project Cars. Der für 7,49 Euro erhältliche Zusatzinhalt enthält vier Classic Team Lotus-Fahrzeuge sowie drei historische Rennstrecken. Darüber hinaus erhalten Spieler mit dem 1970er Lotus Type 49C Cosworth ein kostenloses Auto.«

Quelle:
www.pcgameshardware.de

Project CARS – Update 6.0

Das Changelog zu Patch 6.0 für Project Cars:

Online:

  • NEW – Host kick function. The host of an online game can now select to immediately kick a player from the server. Kicked players will be auto-kicked if they attempt to rejoin the same multiplayer session.
  • NEW – Mandatory pit stop option. The Lobby admin can opt to force a single pitstop during any race.
  • NEW – Option to set race length by time (also available in Quick Race).
  • NEW – ‚Allow Ghosted Vehicles‘ option added so that the lobby admin can decide if he wants vehicles ghosted or not when they drive the wrong way.
  • NEW – Dynamic race-end timer feature. In public races, the timer is 50% of the slowest moving car’s lap time. In private races, the timer is 75% of slowest moving car’s lap time.
  • Fixed an exploit where a player could be awarded a win by jumping the start.
  • Fixed an issue where, if the host is forcing realistic driving assists, the player wasn’t able to toggle the allowed assists on or off while in-race.
  • Fixed a game crash issue if the client is kicked while typing in the chat box.
  • Fixed an issue where, if Forced Default Setup is used, the pit crew would not change tyres until they’re completely worn. The tyres will now be changed when at least one tyre is worn down by 25% or more.

Career:

  • Fixed a bug where drivers in a simulated series can all end up with ‚INVALID NAME!‘
  • Fixed a bug where AI opponents would attempt to use DLC cars that are not installed.
  • The player will no longer be offered a contract renewal for a DLC contract, if they’ve since uninstalled that DLC.
  • DLC Career contract emails earned while a DLC was installed, are no longer shown if DLC is then uninstalled.
  • If the player’s current contract is a DLC contract and the player uninstalls this DLC, the career season using this DLC contract will finish for the player when entering Dashboard and they will have to pick from valid contract offers to continue (or reinstall the uninstalled DLC).
  • Fixed an issue where the Modified Cars Pack and Limited Edition DLC Invitationals and Accolades were visible for players who do not own these DLC packs. Entering these invitational events would cause the player and AI to be in non-matching vehicles.
  • Fixed an issue where at times the pit crew wouldn’t change the tyre set to the one selected in pit-strategy.

Controls:

  • Fixed an issue where remapping KERS would stop it working.
  • Fixed an issue where changes made to Gamepad Advanced Options were not saved.
  • Added Thrustmaster T150 support.

Tracks:

  • Zolder – fixed a potential ‚landmine‘ issue.
  • Le Mans – adjusted the 55th garage spot to correct an issue where the cars would hit the pit wall on exiting this spot.
  • Donington – all layouts – fixed an issue where cars would make contact with the left side wall when exiting some garages.
  • Road America – pre-race camera tweaked to prevent the camera from clipping with the ground.
  • Ruapuna Park – all layouts – fixed an issue with the last garage spot being outside garage area.
  • Mojave – all layouts – fixed an issue with floating tyre skid marks, fixed an issue with rain being visible inside tunnels, and placed visible barriers in areas where the player is not allowed to drive.

Vehicles:

  • Bentley Continental GT3 – fixed DLC livery windscreen banners.
  • Ruf CTR3 SMS-R – increased default tire pressure to work better with tire warmers.
  • Toyota GT86 Rocket Bunny – fixed an issue with the windscreen banner.

Physics & AI:

  • AI – improved awareness and look-ahead to help with situations in multi-class races, where AI in a fast car would fail to avoid the player and AI in much slower cars.
  • Tyre updates – fixed an issue on several tyres to prevent FFB buzz when tread becomes worn very thin, re-calibrated most tyres for a carcass heating fix when the tyres are underinflated, adjusted wear rates on GT3, Group C, Trans-Am/GTO, DTM, and LMP rubber.
  • Implemented support to remove detached wheels from the track after a certain amount of time.

GUI & HUD:

  • Vehicle selection – manufacturer page now orders icons alphabetically.
  • Improved the French translations for some of the items in the vehicle setup screens.
  • Minor updates to Career Dashboard – motorsports & DN Profile buttons are now tiles consistent with other tabs, Inbox is now full screen with clearer indication of highlighted mail, and initial Accept Contract Offer screen now has improved layout and clearer indication of signature button.
  • Improved Race Central screen – better balanced background image, removed gradient in top-right corner.
  • Track layout map images are now displayed on the quick track selection screens.
  • Fixed an issue where ‚Invert Camera Y Axis‘ text was being displayed as ‚Automatic Clutch‘.
  • Updated the Xbox One controller image to the new Elite Controller.
  • Fixed an issue where the UI stops responding on ghost selection when player enters the My Garage option.

General:

  • Fixed an issue during pit stops where the pit crew mistakes ratio was too high.
  • Driver name tags above cars can now be turned on for replays.
  • Entering the pits during a Time Trial will now invalidate that lap’s time.
  • Improved Helmet view exposure for historic drivers.

Oculus Rif:

  • This update is primarily to improve the HUD position/rotation/scaling editor and the custom VR settings system.
  • All movement and rotation is now relative to the HUD’s local axis instead of world axis.
  • The HUD controls are now all located on the numeric keypad. Toggling between position and rotation modes are done by pressing the NUM-0 key.
  • HUD movement speeds are now reduced and we added controls for slow scale control. The movement speed will now also accelerate if you press and hold a key, limited to maximum 10x speed.
  • The movement amount per click of the HUD editing controls for placement and rotation are now scaled when you scale the HUD size up or down. This helps a lot as it gives much finer controls when positioning/rotating while the HUD is scaled down.
  • Changes to the HUD position/rotation/scale will now only be saved when you confirm to save the edited HUD settings; otherwise it restores the previous settings.

Quelle:
www.pcgames.de