Build Release Notes
Build 197 (20/4/12, Team Member+)
NEW PROFILE REQUIRED
Known Issues: Helmet rendering is broken in DX9
Add menu options for helmet cam FOV and quick race rolling start.
Helmet position adjustment for latest art
Updated layout of Fanatec SDK
Added in a new hdr scale for the cockpit bloom when using the helmet camera
Helmet shadow fix - no more using modified cameras with dodgy depth values
Add QR specific race manager files and limit rolling starts to tracks explicitly allowing it
Support for SMAA S2X in DX11
FXAA and SMAA can now be toggled on and off
TweakIt 1.0.0.13 : Fixes a problem when sliders/values are updated after a connect has been lost, on reconnecting the queued values were sent to the new game app causing invalid de-referencing
Updated and improved textures and alphas for HUD maps
Stockcar initial 240 steering , alpha 1 animation pack
Added Badenring co-ords.
Stock Car engine set enabled; 215465 updated surface sound level; 215466 altered subwave volume curve and audio compression settings
Adding stock car AI sounds
Stockcar: quick collision update for floor level, fix for auto gears. Differential configured as a Detroit Locker with option to be fully locked by increasing preload setting
Belgian Forest - another fix for whitelines texture
Add menu options for helmet cam FOV and quick race rolling start
Gumpert Apollo: test headlight projection texture replaced with a detailed one
Formula A: Engine idle adjusted to prevent stalling. Default gearing matched to onboard data from China GP
BAC MONO: New livery
Palmer JPLM: added support for ULTRA detail settings
BAC Mono: added livery 01 name
Palmer JPLM: checks/fixes + new WIP export
Caterham R500 - improved AO on all LODs, darker CPIT AO on windscreen, bug fixes
AI for Stock Car boosted with compression. Balancing adjustments to opponent car levels, plus other balancing changes
Helmetview: visor textures/materials tweaks, reduced scratches about +-20%, flipped text
Updated BAC Mono physics to data supplied by manufacturer
Helmetview: top part lighting/specular fix, visor tweak to look acceptable inside dark cars + overall materials polish
BAC Mono: all exterior mapped&textured, brake disc glow setup, lights setup, user flags checked/set, discs, calipers cloned around, overlay polys set, materials checked/fixed,etc
New map texture added for Belgian Forest
Formula A: pedal positions changed to keep driver's feet within the car
BAC Mono: show steering wheel when driver is turned off
BAC Mono: Badges texture tweaks
BAC Mono: more glossy exhaust
BAC Mono - Reskinned LODC tires
BAC Mono: fixed RPM redline in cockpit display
Fixed typo in race strength which was causing AI to attept crazy cornering speeds and often flipping
New BAC Mono export
New Caterham export
New Palmer export
New Stockcar export
New Bathurst export
New Belgian Forest export
New Bologna exports
Build 196 (19/4/12, Senior Manager)
Added 1990 Stockcar
Stockcar 90: adjusted CPIT seat to driver character, added CPIT wheels
Belgian Forest - fixed trees isues and one crowd issue
California Raceway: Fixed brightness, reduced it for the new lighting/weather system
Gumpert Apollo: basic, do-little projection texture to test new headlight attention
Stockcar90: added support for custom chassis colour
BAC mono, added animation pack2, 360 steering
Formula A: checks, optimizations + fixes
Formula A: reduced engine inertia
New 1990 Stockcar physics. Based around notNascar cars of that Era. Aprox 650hp. 3800lbs. Road course setup
TweakIt 1.0.0.13 : Fixes a problem when sliders/values are updated after a connect has been lost, on reconnecting the queued values were sent to the new game app causing invalid de-referencing
Latest helmet cam tweaks for latest mesh
Added Fanatec SDK as well as support for gear display and shift lights on CSW wheel
Fix for CSW LED and lights not clearing on exit
New Formula A export
New California raceway export
New Florence exports
Known Issues: Auto gearing is broken on the Stock Car
Build 195 (18/4/12, Senior Manager)
Helmet rendering tweaks
Added Tyre Force slider (default 0.5 for all controllers, 1.0f for CSW) to advanced controller panel, tweaker added to F1 Input menu. Hooked up to FFB
Extended the range of Tyre Force slider (1-200 mapping to 0.01 to 2.0 internally)
Belgian Forest - add new textures
Initial helmetview data for all driver types (KART,GT,Formula, CLASSIC)
X4: Camera adjustment limits set. Tire temperature, pressure and wear sensitivity experiment
X4: fuel tank size reduced to 70L
Ariel (Atom,mugen,500): animation review1 changes, camera position, driver pose, hands corrections
New HUD maps added for Badenring tracks.
Heusden - Converted the Tree placement
Asano X4, Asano LM11 : animation review1 changes, driver pose, hands, seatbelts corrections
Caterham r500, palmer jplm, Racer V4 : animation review1 changes, driver pose, hands & seatbelts corrections
Fix for visor drawing in front of helmet mesh
Bathurst: track offset rotation adjusted to match dawn from reference
Helmet view head physics adjustments
New Huesden export
New Sakitto exports
Build 194 (17/4/12, Manager+)
SMAA (Enhanced Subpixel Morphological Antialiasing) support implemented for DX9
Fix crash on exit (SMAA effect was released twice) + default SMAA quality to high
WIP check-in for helmet head physics
Apply world movement and camera shake options to helmet cam
Helmet camera tweaks based on WMD feedback, mainly to have it take account of GUI camera settings
Another helmet cam tweak - slow down look to apex a little
Add DX11 render-target support for custom resolves (required for SMAA S2X)
Add DX11 SMAA NeighbourBlending5050 technique
Added possible fix workaround to allow Fanatec wheel firmware 722+ to boot
Fixed alphatest issues on Crowds that caused them to have nasty fringeing (the phase1/3 deferred alphatest threshold functions were mismatched)
Derby track map image added
Build 193 (16/4/12, Senior Manager)
SMAA DX11 is now 15% faster.
Cam roof position modifed to show more of driver
X4: LODC damage and AO. Cockpit optimizing
Reinstated "all samplers are aniso" but only for PC, so that console builds will not be broken, but still allow the sharper aniso versions on PC
Anims: Updated all textures: sitting and crowd
New Asano X4 export
No, could be (really) soon or when the deal does not goes trough a long time. You could just take the save way and pick up 10 Jr account and you can always pay the difference and upgrade if you feel the need to and you are in before closing, whenever that happens and max lost, 10 if you do not like it.Looks awesome
Any word on when they plan on closing membership for the beta? I wanna get in before but as close to that date as possible
I had a quick go in the new Stock Car against some AI at Connecticut Hill Short and uploaded it to youtube.
Project CARS - 1990 Caper Stock Car at Connecticut Hill Short - 5 laps vs AI (build 197)
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Not wanting to shit on your parade or anything, but do you need to mark YT vids from pCARS as private or something? I'm not 100% sure (which is why I'm asking) but you may wish to be careful.I had a quick go in the new Stock Car against some AI at Connecticut Hill Short and uploaded it to youtube.
Project CARS - 1990 Caper Stock Car at Connecticut Hill Short - 5 laps vs AI (build 197)
and two more shots from that race, cannot wait for that skinning contest to be finished so the other cars also have some nice paint jobs.
Man, you know you're up shit creek when the "world record" holder for that particular car and track is a reg in this thread
Now, does anyone have any advice for setting up the Gumpert for taking tight, banked corners? Every time I either oversteer or understeer into them Unless I have to stretch out my FOV, but I really don't want to because it just feels weird otherwise.
No need to upload your "normal" videos as private, just add the curent state (build nr) to the description. It's only when you are bug reporting, so people in 12/14 months time do not mistake those bug videos as the "final" game.Not wanting to shit on your parade or anything, but do you need to mark YT vids from pCARS as private or something? I'm not 100% sure (which is why I'm asking) but you may wish to be careful.
Also, there's a replay mode?
All right so I tried the new build. The game is still pretty much unplayable with a Fanatec Wheel (I have a PWTS).
I mean...the game is technically playable but the FFB is completly borked. With the default setting there's a huge spring effect on the steering which is ridiculous. If you disable the spring via the debug menu (F1) then the spring is gone but the whole steering feel like its in molasses.
But overall, with or without spring the common factor is that there's no FFB at all! I mean there's no vibration and you have zero feel from the car.
I've been playing a lot of rFactor 2 and iRacing lately and you seriously can't put pCars anywhere near those games as far as FFB goes. Too bad because the content in pCars is amazing but right now the control issues just take all the fun away from the game.
Wow. That's an amazing video. Puts professional sites to shame. Well done, sir.
This is why I haven't given any money yet. People have posted their FFB plans (and they sound incredible), but until they're actually implemented, I'll wait and see. Hope it happens before they close the beta.
Pft, the original world record was quite terrible.
This is why I haven't given any money yet. People have posted their FFB plans (and they sound incredible), but until they're actually implemented, I'll wait and see. Hope it happens before they close the beta.
I'm a little confused about the FFB thing since there were such positive impressions a month or two back. Is it primarily Fanatec wheels that don't work properly right now, and other wheels are better supported?
baH, I'm not sAyiNg that you shoulDn't buY it. i think it's still well worth it. i work in qa for a big videogame publisher so i'm used to see early versions with a bunch of stuff that doesn't work. that's just normal. i know they'll fix it before the game is released. you shoudn't pass on the opportunity to play the game every week until it comes out simply because of some nasty bug in a version that came out a year before release. if you want to wait until they fix that (or something else) before buying it you might miss the window since it looks like it's closing fast.
It's mostly because I didn't like the FFB in the Shift series and it doesn't seem to be much better than that at the moment.
But there have been some posts where they're talking about taking the direct feedback route rf2 and iracing use and going even further. If they actually do implement that, coupled with those cars and graphics, then we're talking about a killer product.
But it's just my Shift prejudice holding me back. And from many, it sounds like that's about its current state.
Have you tried the latest build?It's mostly because I didn't like the FFB in the Shift series and it doesn't seem to be much better than that at the moment.
Note that this little hack(The current FFB Model) was not intended to be "the solution", but rather a raw taste of the keystone for a direct Mz approach.
I'll address some of the issues. First, the variable force magnitude (more force with speed, especially in FA) is correct. For a linear, non power steering linkage. More downforce means more side force (the reason for the downforce in the first place) which means more torque on the wheel. So the 'correct' thing to do wrt this issue is to maybe model power steering, at least wrt linearity. With most of our wheels (consumer wheels) we have a pretty narrow window between no force and saturated force, so we also have to consider where we saturate for the best tradeoff.
This leads to me think maybe a logarithmic filter might be worth trying, so we have a lot more Mz range in play without saturating, while also getting more feel down in the low force range.
Another issue is the zero torque at zero speed, which is very unlike a real steering wheel we all know pulling out of our driveways. That is of course due to the brush model being out of its range at low speed. (side note: my dynamic model does have resistance at zero speed, naturally just falling out -- just pitching when I can ). We should be able to blend in something at near-zero speed to cover up the low speed issue, very analogous to how we have the grip point model blended in for the behavioral side.
Also, like I said, I think some optional (user configurable) smoothing is in order. In particular, some consumer wheels (really, cheap, worn out, whatever), have a real tough time with high frequency forces. Further, some people just don't like the wheel to buzz so much for any period of time. So smoothing will help. There is actually a realistic justification for this too....
My model integrates forces at the rim/hub, since it simulates the carcass with a full-on discretized simulation. The brush we are using now does not, so no matter where you report the forces from, you are really getting forces integrated at the contact patch. So we currently do not have the forces 'smoothed' through the carcass. So they are maybe a little buzzier than real forces should be.
The understeer falloff to me feels right...not too much of a falloff. I think when the other forces get in there (gyroscopic, linkage drag, etc) it won't feel quite so 'empty' when in high understeer. Technically, for just Mz, it is correct, since the trail really does go to zero (actually it often reverses in real tires, giving anti-corrective forces).
The snap oversteer is inherent with a steady state tire model. It underestimates grip during dynamic transition in a corner. GPL had it. rF1 had it. iR OTM has it peek through their patch-ups from time to time. Even nKp used to have it. The dynamic tire models tend to not have it, such as LFS, VGP3, and maybe rF2. Based on comments, it is still very unclear what iR NTM is really doing.
So everybody and their mother using a steady state model has to find ways to patch it up. How I did it with rF1, given that all I had was the parameters they expose in their tbc files, was to exaggerate pneumatic trail....dramatically. Like an order of magnitude dramatically.
I do not recommend we do that, since that has side effects (thick feel and some understeer on turn in) that I do not like. However, it is a clue, since now I have access to the code itself, to a path we might try. That is why I keep coming back to Mz (which for your model is basically directly related to pneumatic trail) as A) first something we need to feed back up into the car physics, which we are currently ignoring except for FFB and B) maybe get clever with Mz to smooth over the grip underestimation on transition.
However, the eventual 'right' answer is to not use a steady state model at all. The model I am working on is fully dynamic, and does not have this inherent underestimation problem. Attached is a quick little example demonstrating why...this is a quick little jolt in alpha.
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I do think it would be class leading. For example, rF2 is I think using a straight stick/slip bristle patch (which is still really good), and builds up a database doing a similar carcass sim offline. In effect, this reduces their carcass to steady state, but they do a much higher element count. Their patch is dynamic though, so they do get a lot of first order dynamic effect, including solving the transient grip problem. We'd get even more.
Consoles is a big question, although at a reduced resolution, but still effective, I think it would work there. The killer will be AI. The CPU cost is too high to expect more than one or two cars, including the player car, on lower end hardware. So we still need something dirt cheap, like the brush in there now, for at least AI, even if not consoles. And we need the models to correlate well, at least for basic steady state curves.
Hence, the first priority is to get the brush spruced up nicely before delving into the dynamic model.
With the CPU alone, we can't tell.Hi guys, I'm such a noob about PC gaming so this is probably a dumb question: I have an "Intel(R) Core(TM) i3-2310M CPU @ 2.10GHz", and I'm not sure if it is enough to run this game; judging by the minimun pc requirements in the OP I'd say no, but I don't understand much about all of this...
Also, how long until the beta expires?
Acer Aspire 4750GWith the CPU alone, we can't tell.
pCARS is nothing like Shift 2 handling and FFB wise.
Right, so I just gave this a go after my long break of playing anything but F1 2011....
Damn. I am utter shite.
FFB: pCARS = Shift (eg, neither are great)
Yeah, I can't agree with Mclaren.This is absolutely NOT true.
SHIFT FFB felt like all cars were driving through a big ocean of jelly.
This is absolutely NOT true.
SHIFT FFB felt like all cars were driving through a big ocean of jelly.
I don't mean to be rude, and I don't know if you're playing a lot at a friend's house or what, but you left the project months ago, did you not? I think several people here are going to have a lot more experience with the recent FFB changes. =/ I don't think it's not really cool to offer assessments of the current FFB state.I personally feel that both games have equally bad FFB – they're just bad in different ways.
I realize this is prerelease and all but how easy would it be for a total sim racer newbie to get into this?
I don't mean to be rude, and I don't know if you're playing a lot at a friend's house or what, but you left the project months ago, did you not? I think several people here are going to have a lot more experience with the recent FFB changes. =/ I don't think it's not really cool to offer assessments of the current FFB state.
Did you leave the project or were you banned, mclaren?
To see the culmination of if, read through the posts on pages 53 and 54 here: http://forum.wmdportal.com/showthread.php?2228-rFactor-2-Open-Beta/page53Did you leave the project or were you banned, mclaren?
I think I have every right to comment on its relative place in the pecking order.