RobotRocker
Member
25% off till 17th of December on steam. For 27 euro thats not bad. Gonna probably sleep on that.
First PC footage showing up on youtube
https://www.youtube.com/watch?v=a0lN2QtRnSM
GFWL
Doesn't look that great
Graphical glitches![]()
I can only imagine those rectangular trees are GPU driver issues, but even so, it's ugly. Especially if it's maxed out.
The only Test Drive I have played is Test Drive 5, and it was awesome. But, it will probably stay that way.
Centering a game around one car seems like a bad idea, no?
I can only imagine those rectangular trees are GPU driver issues, but even so, it's ugly. Especially if it's maxed out.
<CHARACTER>
<Name value="Engineer"/>
<MarkerType value="eMarker_TeamEngineer" />
<DefaultPosition X="1.5" Y="-4.5"/>
<DefaultDirection X="0.0" Y="1.0" />
<PedestrianType value="ePed_PitCrew" />
<ScriptItemList>
<ScriptItem skipfilter="1">
<DestinationPos X="0.0" Y="-4.0"/>
<DestinationDir X="0.0" Y="1.0" />
<RelaxedWhenFinished flag="1"/>
<IdleChance value="0.7"/>
<PositionRelativeTo value="ePitCrewPositionRelativeTo_PitStop" />
<ConditionList>
<Condition value="ePitConditions_EnteredPitLane" />
</ConditionList>
</ScriptItem>
<ScriptItem skipfilter="1">
<DestinationPos X="0" Y="-4.0"/>
<DestinationDir X="0.0" Y="1.0" />
<RelaxedWhenFinished flag="0"/>
<IdleChance value="0.9"/>
<PositionRelativeTo value="ePitCrewPositionRelativeTo_Vehicle" />
<ConditionList>
<Condition value="ePitConditions_CarStopped" />
</ConditionList>
</ScriptItem>
<ScriptItem>
<DestinationPos X="1.5" Y="-4.5"/>
<DestinationDir X="0.0" Y="1.0" />
<RelaxedWhenFinished flag="1"/>
<PositionRelativeTo value="ePitCrewPositionRelativeTo_PitStop" />
<ConditionList>
<Condition value="ePitConditions_LeavingPitSpot" />
</ConditionList>
<UpdateConditionList>
<UpdateCondition value="ePitConditions_ThisCaracterFinishedScript" />
</UpdateConditionList>
</ScriptItem>
</ScriptItemList>
</CHARACTER>
<!-- Wet Road Reflection (Track render target)-->
<view name="wetreflecttrack">
<range value="400.0" />
<lod_scale value="2.0" />
<lod_offset value="20.0" />
<largeObjects enabled="true" lowerLimit="20.0" upperLimit="30.0" scale="0.8" />
</view>
<!-- Wet Road Reflection (Cars render target)-->
<view name="wetreflectcars">
<range value="400.0" />
<lod_scale value="2.0" />
<lod_offset value="20.0" />
<largeObjects enabled="false" />
</view>
Somebody on No Grip opened up the physicsbootflow and this has the same physics as Project Cars? Does it feel the same for those that have played both?
also missing in action are a load of tracks:
Looks like pitstops were planned:
there's lines of stuff, different conditions too:
maybe Ferrari Legends is the base for the console version of Project Cars and all this stuff will be added.
Title: Ferrari Racing Legends - Phantom Time Trial
Subtitle: Phantom Time Trial lap recording.
Track: Rouen (1956)
Car: 312 F1-67
Lap time: 01:55.426
Direct quote is 'The coded physics files of TD Ferrari are similar to what is in place for pCARS' and can be found here: http://www.nogripracing.com/forum/showpost.php?p=1660224&postcount=105Somebody on No Grip opened up the physicsbootflow and this has the same physics as Project Cars? Does it feel the same for those that have played both?
It's like Shift? Now I don't feel bad for overlooking this game.