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Project CARS (crowdsourcing) racing sim by Slightly Mad Studios (fully funded 3.75M)

Kyaw

Member
Well, in F1 2011, it recharges exactly like that but the usage is replenished every time you cross the start/finish line.
 

Lucius86

Banned
markao said:
Updated the list in the OP with the new names/status.


@Lucius86, I my self lap in the high 22's, without P2P. I tried to capture a lap, but it is slightly harder for to drive with 30 FPS, so it is 0.5 slower :p , maybe it is of any help for you to look were you could gain some time.


Formula-B at Bologna - 1.23.2

I watched that and I cannot see where you are 1 second faster than me - braking points are similar, my markers of your gear changes are pretty much the same....frustrating!
 

fresquito

Member
More info:

Car Models
"We're working to roughly 200,000 polygons for the top LOD exteriors and an additional 50K for the cockpits. Actually a fun stat is that we are running more polygons in the suspension than we had for a whole car in GTR 2002." -- Ian Bell, Studio Head

"A few cars here have more polygons in the suspension than an entire S2U car. The current generation of consoles are ace polygon pushers. We've done some tests on them with ultra-high polycount cars and they cope reasonably well. The real issue is memory. When you start quadrupling the polycount, the mesh data size goes up accordingly and that simply won't jive with a system that only has 512MB to play with. There'd be little left for environments, sound, game systems, etc." -- Casey Ringley, Vehicle Lead


Weather
"We plan to implement a very detailed dynamic weather system. Fully dynamic wet-to-dry and the reverse, drying lines based on the amount of rain thrown off by the amount of cars driving on them. We did a lot of this in GTR2 but here we plan to go insane with it. Snow isn't something that appeals to me personally except on specialist rally stages. If that appears it would most likely be a future addon unless I'm out shouted by you guys (our team)." -- Ian Bell, Studio Head


Steam
"We'll go with whatever helps sell the most games . Too early to say for sure but I think Steam is highly likely to be a part of that." Andy Garton, Development Director


Build 74 -- Release Notes
- Instant replay enabled (placeholder UI and cameras)
- Fix for 5:4 aspect rendering
- Fix for blue tint bug affecting certain Nvidia cards
- Language set to English only
- Security implementation to support builds per member level
- Made look left/right faster
- Sound improvements for the Racer
- AI aggression reduced a little
- AI improvements at Connecticut Hill
- Formula B physics updates for better performance over kerbs and turning in general
- Additional Connecticut Hill art updates


Apparently the tuning screen will look similar to this...

334jczt.jpg



Here are some WIP vehicles...

ibfuWuszfFFOqz.jpg


isEfHihlwUF2v.jpg


iFXxpKbyyBKvT.jpg



And lastly, some eye candy for the fence-sitters out there...

cars2011-10-1216-13-222ubh.jpg


cars2011-10-1317-29-37fuhw.jpg


Youtube -- Watkins Glen -- iRacing vs C.A.R.S
 

markao

Member
Lucius86 said:
I watched that and I cannot see where you are 1 second faster than me - braking points are similar, my markers of your gear changes are pretty much the same....frustrating!
Confidence, aka just a few more laps?

Just try to trow the car slightly more in to the corner, fraction earlier on the gas pedal and see if car still sticks. Most of the time trying to gain time in a braking zone is not the fastest way forward, at least not for me ;)
 

Lucius86

Banned
markao said:
Confidence, aka just a few more laps?

Just try to trow the car slightly more in to the corner, fraction earlier on the gas pedal and see if car still sticks. Most of the time trying to gain time in a braking zone is not the fastest way forward, at least not for me ;)

It's times like this I wish we could see telemetry!!

I think the great thing is that I am already very excited about this project - which bodes well.

Edit: Finally did a 1.23.8. It's funny, I purposefully have broken 5m earlier for the key braking zones, get a tidier mid corner and I'm faster overall. Slow in, fast out.

Still a second off you Dilly. RAGE.
 

markao

Member
Lucius86 said:
It's times like this I wish we could see telemetry!!

I think the great thing is that I am already very excited about this project - which bodes well.

Edit: Finally did a 1.23.8. It's funny, I purposefully have broken 5m earlier for the key braking zones, get a tidier mid corner and I'm faster overall. Slow in, fast out.

Still a second off you Dilly. RAGE.
Their older sims, GTR/GTL, had MoteC support and you could just overlay different laps, it was so helpful. I hope we get something like that in this game as well.
 
Anybody running it on anything close to a 4870? The min spec is a 4850, which doesn't bode well. It's probably high time I upgrade anyways.
 

Lucius86

Banned
markao said:
Their older sims, GTR/GTL, had MoteC support and you could just overlay different laps, it was so helpful. I hope we get something like that in this game as well.

Would be mad if they didn't.
 
I wonder if Joseph Merrick got banned because of this thread. Being a raving loon is probably a decent reason!

Also, as nice as those shots are up there, I don't feel it's representative of the actual game at the moment. In-game certain things look very nice, but the visuals are (obviously) not the complete package yet. Just a warning in case anyone buys it and expects it to look like that.
 

Blizzard

Banned
Since AI was added in two builds (I think?) ago, and then adjusted in this most recent build, hopefully that's an active area being worked on.

Even team members are able to read meeting notes, right? Are those just posted in the forums? I haven't yet looked for details about how the senior level can watch the meetings.
 

fresquito

Member
Foliorum Viridum said:
I give up trying to race in this game.

I hope the next few builds improve the AI/Contact. A feather could send you flying at the moment.
You should make clear the game is in pre-alpha state. Anyway, I don't see the point of the video. If you are trying to help making the game known, it will be known for the wrong reasons. I think videos like this can hurt C.A.R.S. a lot.

BTW, There hasn't been any meeting yet. They said they'd post the details about meetings soon.
 
Oh yeah I realise it's really early, I just found it funny that they crash so often and basically made it impossible to stay on the road.

And I really doubt a silly Youtube video that only people reading this thread will see will ruin the reputation of C.A.R.S., you give me too much credit. ;) It was made for entertainment reasons, not as a criticism. I tried like a dozen races and I got past the first corner twice!
 

R1CHO

Member
I think it works better with other cars like the Racer... but yeah, i tried yesterday the formula and its there just for the lulz xD
 

gragy10

Member
Foliorum Viridum said:
I give up trying to race in this game.

I hope the next few builds improve the AI/Contact. A feather could send you flying at the moment.

Not to be contradictory or anything but

i) this actually makes the game look even more fun to me
ii) AI & contact implications don't actually strike me as that unrealistic in the context of junior formula open wheelers

10 days til my PC is out of storage - buying Team membership is the first thing I'm doing
 
It is pretty fun being sent flying, I agree. That's why I made the video :p If you saw the entire race though you would understand it isn't fun to play against at the moment, though. It should be a nice balance between risk/reward, but the AI basically don't even consider the fact you're there and just smack into you (and other AI racers) on every single corner. You're lucky if you don't get caught up in a pile-up on the grid! Haha.

I'll try races with different cars tonight to see how the AI reacts differently (if at all).
 
http://www.youtube.com/watch?v=He75-Yn9cxw

See, this is what's currently frustrating about the AI. The potential is clearly there - going side-by-side with those cars felt so good, but then in an instant it was over. I know that's part of racing, but they need to really tone it down as the builds go on.

The AI first and foremost needs to be more aware of the player and each other. They simply don't seem to comprehend that there are vehicles around them, which is why by the first corner it looks like a destruction derby.

The cars need to flip/spin less easily. So much as a light tap will send you rolling half the track at the moment. The cars need more weight and more realistic physics when a contact happens. A roll is extreme - something that should happen in the biggest of contacts/mistakes, these cars look like they're doing movie stunts they number of times they roll. For a simulation, this looks like something out of Wacky Races.

AI issues aside, that car I was using there feels really good. I can push it a lot more than I could the Formula B car... I might take into time trials soon and see what type of time I can do with it. I didn't like the cockpit view, though, as it was too hard to judge the braking distances I thought.

I'm a bit bored going around by myself, which is why I've been trying races, so I really hope the AI/physics gets a big focus soon. Cars and tracks are all well and good, but let's have some decent people to race against!

... at this rate I will have played this game more than F1 2011 soon. When multiplayer is added, well... my wheel is going to take a beating.
 
Yeah I hit him, but then a car hit me from behind. Watch it again - I regain complete control of the car. It's not totally clear in the video, but we were going so slow around that hairpin and then suddenly BOOM. I shouldn't have flipped over the speed he hit me.
 

fresquito

Member
What you don't seem to understand is that this AI is pre-alpha. It's first pass AI. It's not that it needs to be fixed; it needs to be implemented, then fine tuned. The game looks good, and it plays good, but this is not a demo or anything like that. It's a game under construction that will be released in 12-18 months.
 
Actually I understand that completely, so please don't talk to me like I'm a child.

This is a discussion thread, I'm discussing the game in its current pre-alpha state. That's the ENTIRE point of this of them having this model, for community feedback etc.
 

Blizzard

Banned
Yeah, what we need to do is find the (if they exist) threads where people are reporting such physics or AI issues on the official forums, since that's presumably where the devs are getting their player reports from.
 

Kyaw

Member
I'm definitely enjoying this so far.

Can't get the lap times under 1.24 though. I have been playing pretty much when i'm dead tired...

Really looking forward to what they can do with this crowd sourcing model and freedom from publishers.
 

Lucius86

Banned
Foliorum Viridum said:
Actually I understand that completely, so please don't talk to me like I'm a child.

This is a discussion thread, I'm discussing the game in its current pre-alpha state. That's the ENTIRE point of this of them having this model, for community feedback etc.


I could just imagine steam pouring out your ears typing this.

Kyaw, can't get into the 1.23's? TOUGH LUCK!!!!!!!

Best I can do is a 1.23.7, how people are getting into the 1.22's is rather annoying!
 

Blizzard

Banned
I finally did a bit of browsing through the forum. One interesting thing I saw is that some dev(s) were saying that the engine is capable of streaming and potentially doing longer tracks, and there might be a chance of seeing something like that sooner rather than later. I think that comment was maybe 9 days ago. It would be interesting to see a winding road track in contrast to the normal closed tracks.
 
I'm enjoying this a lot but what's with the overly aggressive AI? I can hardly get past the first curve in, like, 80% of the races because the AI goes apeshit and disregards any rules of proper racing. With 15 bots, that is.
 
Imp the Dimp said:
I'm enjoying this a lot but what's with the overly aggressive AI? I can hardly get past the first curve in, like, 80% of the races because the AI goes apeshit and disregards any rules of proper racing. With 15 bots, that is.
the ai isn't anywhere near something finished, it was just thrown together to get something more into that build for people to play around with and talk about. it's more that the ai is blind than aggressive, hehe.

subversus said:
I would prefer Paris - Dakkar.
hehe. very good
 

markao

Member
Lucius86 said:
I could just imagine steam pouring out your ears typing this.

Kyaw, can't get into the 1.23's? TOUGH LUCK!!!!!!!

Best I can do is a 1.23.7, how people are getting into the 1.22's is rather annoying!

nahnahnahnahnah :) ,
cars_ffbjunp.jpg



From a few days ago, perfect lap would be few tenths quicker, but 22 seams the limit for me. I went on to drive a few of the other cars and the other track, maybe in a later build I will try to see if I can find some more. But right now to be any quicker, I would have to "loosen up" the racing line a little or cut a little more in layman's terms (chicane close eyes and straight trough :p), but I always try to stay as close to a real world racing line, so will settle for mid 22's now.



And on longer tracks, i rather have 5/6 smaller than one huge one (although Targa Florio is magicall), as you will need so much more time to create one. It would be great for rally stages, as in that case I rather have a few longer ones than a lott of short ones.
 

markao

Member
Lucius86 said:
Any chance you could do a vid or two? I need to learn how you are getting those times - it must be my driving style...
I don't have the time this weekend, but maybe I can get on it next week. However, there is still the problem I have to capture a 1/2 the FPS and that does have influence on the response of the FFB/car handling, so mostly I end up 0.4/5 off of my best times, but will try ;)


In the mean time have a look at this guys lap around Watkins Glenn, he is slightly faster as I manage right now, so maybe you could pick up something from watching him.

C.A.R.S. - Formula B - Watkins Glen - Hot Lap (1.21.8)


@Dilly, I see I missed you, but fixed ;)
 

Dilly

Banned
Lucius, I just got a 1.22.0 on video, I'll upload it now.

Blizzard said:
*edit* Sounds like from the vehicles forum that the kart is going to be in Monday's build, hurray!

Oh YES.
 

fresquito

Member
Here's a look at the upcoming steering wheel animation...

ibdQAZqAOPljMD.gif



And a sneak peak of the next build...

Build 76 (20/10/11)
Car setup menu added (first pass, many bugs)
Kart added (first export, no bug reports yet please)
Glencairn track added (first export, no bug reports yet please)
Nuke 3 added (first export, no bug reports yet please)
Fix for DX11 "grey square around the player car" bug
Updated exports of all tracks (various fixes and improvements)
Idle throttle adjusted on all cars so you can stall if clutch not used properly
Disabled exhaust backfire on LM2011
Various UI fixes

Build 78 (24/10/11)
Toned down heat haze
Added a few more options to visuals menu
Added gamepad filtering option
Added cloudy weather selection to race menu
Fix for DX9 windscreen corruption bug
Fix for groundcover crash
Updated Glencairn track
Updated Racer car
Updated kart
Improved lighting settings for most tracks
Fixes to car setup menu (still lots of bugs)
Change audio balance to bring out more wind noise
Version number added to UI
Various UI fixes and improvements
Fixed direction of driver head lean in corners
Enabled fuel consumption and tyre wear
Added free camera (Ctrl-F then the mouse and WASD keys)

And here are some new WIP images of the karting track...

i43fA24LsOWP6.jpg


i8HBzWv6XTta2.jpg


ibtBi2inc9jWQ3.jpg
 
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