Ergebnis 441 bis 460 von 477
Thema: Project C.A.R.S
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22.06.2015, 23:33 #441Freddie Vorhees
AW: Project C.A.R.S
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24.06.2015, 19:50 #442Sonic is Brawl
AW: Project C.A.R.S
Project Cars ist nur Onlien spielbar oder?
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24.06.2015, 19:58 #443
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24.06.2015, 22:26 #444
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09.08.2015, 21:33 #445r0b
AW: Project C.A.R.S
Project CARS – Patch 3.0 – Release Notes
New & Enhanced Feature Summary
- New – Friends Leaderboards – players can now toggle between viewing ‘ALL’ and ‘FRIENDS ONLY’ on the leaderboards screen.
- New – Multiplayer Spectate Mode – players can now choose to ‘Retire to Pit Box’ during a race, and then spectate the ongoing race.
- Enhanced MP vehicle grouping – online races now use real-world vehicle classes. This results in far better vehicle performance matching for online races.
- New – Xbox One – added an Online Browse feature whereby the player can browse for specific lobbies.
- Enhanced Setup and Pit Strategy system – players are now provided with information regarding current and upcoming weather, remaining session duration, current track temperatures, and more.
- Enhanced HUD and Telemetry tyre info system – players can now see in real time which tyre compounds they are currently using, what each tyre’s pressure is, and how much each tyre is worn.
- Enhanced Cut Track detection system – the system used to detect cut tracks is now far more accurate and 'fair'.
- DLC Career Contract support – the game now supports the addition of career contracts for new DLC vehicles so that players can use applicable cars in their core career series.
- Enhanced Replay system – players can now access Photo Mode from within a replay, and can switch between cars during a replay.
- New – Force Feedback – implemented the ability via menu sliders for the user to manually tweak the menu spring strength, stationary / low speed spring strength, and overall steering gain.
- New – the Force Feedback Calibration screen now features a multiple force feedback profile selection system whereby the user can select a base FFB style that suits personal preference, and then tweak it further as desired.
- Enhanced Weather system – all vehicles are updated with new window rain effects, featuring dynamic rivulets, much more realistic looking water drops, and wiper blade trail effects.
Online
- New – Friends Leaderboards – players can now toggle between viewing ‘ALL’ and ‘FRIENDS ONLY’ on the leaderboards screen.
- New – Multiplayer Spectate Mode – players can now choose to ‘Retire to Pit Box’ during a race, and then spectate the ongoing race using the ‘Retire to pits’ and ‘Spectate’ options (note that this is currently only available on tracks that feature a pit lane).
- Enhanced vehicle grouping – online races now use real-world vehicle classes. This results in far better vehicle performance matching for online races.
- Implemented support for Leaderboards reset across all platforms.
- PS4: Fixed an issue with the browser getting stuck at ‘Looking for sessions’.
- Added support for Multiplayer Quick Random to also join in-progress sessions
- New – Xbox One – added an ‘Online Browse’ feature whereby the player can browse for specific lobbies.
- Fixed an issue where the Drive button would remain permanently locked when joining an in-progress session.
- Fixed an issue where, when the player progressed from qualifying to the start of the race, the player’s car would sometimes begin moving without player, resulting in false jump-starts.
- Fixed an issue where using the ‘Amateur’ skill filter would at times not show any lobbies.
- Fixed the case where changing the time of day from daytime to night-time in a lobby failed to switch the skill level from NOVICE to AMATEUR.
Time Trial
- Fixed an issue where restarting a Time Trial session would not remove the ‘best of session’ ghost from before the restart.
- Force Time Trial weather on consoles to always be set to Light Cloud to match PC settings.
- Ghost split and lap times are now displayed on timings/pause screen.
- Updated the in-game timings board to provide a visible distinction between the ghosts and the player’s entries: all ghosts now have status set to ‘Ghost’, and the Session best ghost has DRIVER text set to ‘Session Best’
Pitting, Tuning, Setups, Strategy
- Enhanced Setup and Pit Strategy system:
- Players are now provided with information regarding current and upcoming weather, remaining session duration, and current track temperatures.
- In Setup, players can choose to apply different compounds to the front and rear sets. In Pit Strategy, players can now choose to change tyres symmetrically instead of configuring each wheel individually.
- The Setup and Pit Strategy screens will now display an estimation of how many laps the player can expect to run with the current fuel load, and updates in real time as the player adjusts the fuel slider.
- Players can now define pit strategies with less fuel than the initial fuel load. During a race, the fuel slider indicator will turn red to warn players when the strategy offers insufficient fuel for the remainder of the race.
- Enhanced HUD and Telemetry tyre info system:
- Players can now see in real time which tyre compounds they are currently using, what each tyre’s pressure is, and how much each tyre is worn. Each individual wheel’s tyre graphic will fade out from top to bottom to indicate the level of wear. The tyre temperature display on the HUD now uses a smooth colour gradient fade to more accurately indicate temperature changes and match the display on the Telemetry screen
- Fixed an issue where a damaged headlights would not get repaired if the player had damage level set to ‘Visual Damage Only’.
- Fixed more cases where a vehicle’s default setup would not be correctly applied.
- Reworked the naming of several tyre compounds to make the names more indicative of their purpose, and to ensure that front and rear compound names match when set to the same compound.
- Restrict pit strategy tyre compound types to only those available for the current vehicle.
- Accessing Pit Strategy in single player during non-race sessions no longer pauses the game.
- Tweaks to AI pit logic to ensure they pit in proper mandatory window in races that feature a mandatory pitstop.
- Fixed an issue that at times caused a setup from one car to be applied to a different car.
- Ensure that the Default pitstop strategy is set to the Active one on each session start, to prevent issues with previously configured and now irrelevant strategies being active.
- Fixed an issue where, if you customized a setup that was automatically loaded from your saved setups, and then drive and return to pits, the customized setup would be lost and your setup will be reset to the previously saved setup.
- Fixed an issue in online races where the pit crew would ignore any changes made to the pit strategy once the player’s car was stationary in the pit box.
Physics & AI
- Improved AI rain speed realism when using treaded tyres in the wet.
- Fixed an issue where, if a player has steering assist on and fuel use set to real, when low on fuel, the steering assist will pull them into the pits as they go past
- Increase tyre wear for AI if driving wet tyres when track is drying or dry.
- Improved AI behaviour during crash recovery to further minimize the chances of AI cars getting stuck.
- Fixed an issue that would cause a car to leave the pits with no visible wheel attached after pitting to replace a lost wheel.
- Various tweaks and improvements to how AI responds to tyre wear in regards to pitting strategies.
- Fixed the issue with cold and current tyre pressure mismatches in pitstop strategy, as well as cold pressure not being correctly applied in the tyre system.
- Fixed an issue with the player vehicle rolling backwards after entering pre-race tuning.
- Fixed an issue where AI drivers would remain stuck in their pit boxes when using accelerated time.
Cut Track / Off Track System
- Enhanced Cut Track detection system – the system used to detect cut tracks is now far more accurate and 'fair'. Many tracks were reworked to address specific issues where the cut track detection was either too loose or too strict. Players will no longer receive warnings for driving off track in the grass and other surfaces when not actually gaining time by doing so. The new system provides for scalability in strictness across game modes, to match real life application. The rules enforcement gets progressively stricter from Free Practice to Race to Time Trial.
Career
- DLC Career Contract support – the game now supports the addition of career contracts for new DLC vehicles so that players can use applicable cars in their core career series.
- Added Career Contracts for core career sport DLC cars:
- GT3: Bentley Continental GT3
- LMP1: Audi R18 e-tron quattro
- Career Invitationals – corrected Russian translation in two Invitational unlock descriptions.
- Fixed an issue with pre-DLC save games not unlocking DLC career content.
Audio
- Fixed tyre skid sound when car is sitting against a kerb at zero speed.
- Tweaked the dirt surface sounds.
- Fixed an issue where there would sometimes be missing race audio in a subsequent race if there's an immediate quit at race start.
GUI, HUD, Telemetry
- GUI – sliders throughout the game interface now supports smaller increments and decrements when changing their associated values.
- Monitor/Spectate screen – the timings table now supports mouse clicks to change the driver that’s being observed. The screen now features the ability to view the selected driver’s info when playing online, by clicking on the new Gamercard button. Fixed several cases where the map would at times randomly freeze and/or be locked on the screen when telemetry overlay is displayed.
- When browsing Leaderboards, changing the car and track being browsed will no longer change the player’s currently selected car and track in the other game modes.
- Reworked the Replay/Spectate/Monitor interface to a more consistent design.
- Main game loading screens – fixed the Road America track logo that went missing, updated the Logitech logo to the new Logitech G logo, updated the Oculus logo to their new logo.
- Driver Network Profile – practice and qualifying sessions will no longer count towards races entered.
- Community Events – added a 'DLC required' indicator to events that require DLC content, added an event number indicator.
- Career post-race podium screen – fixed Lap times formatting to use the more logical MMSSTTT formatting (e.g. 01:20.457).
- HUD now reports correct split times to vehicles that are in the pits.
- Updated the Class logos used by Road cars to better differentiate the various road car classes.
- Fixed an issue with the Field of View slider not working.
- Fixed an issue where Cut Track warning messages appeared in the centre of the screen instead of to the side, out of the player’s line of sight.
Replays
- Enhanced Replay system – players can now access Photo Mode from within a replay, and can switch between cars during a replay.
- Replay Cameras – Azure Circuit – reworked the draw distance and positioning of a number of cameras to fix background issues and views being obstructed by trackside objects.
- Replay Cameras – Hockenheim National – improved the positioning of a number of cameras to fix views being obstructed by trackside objects.
- Fixed a crash that occurred when the player loaded a replay that was saved with an older version of the game.
Controls & FFB
- New – implemented the ability via menu sliders for the user to manually tweak the menu spring strength, stationary / low speed spring strength, and overall steering gain:
Menu Spring – the strength of the wheel centering spring in the front end and in-game pause menu.
Low Speed Spring Coefficient & Saturation – the weight of the steering at slow speeds (<10mph) and when the car is stationary. The saturation is the maximum force for the spring and the coefficient is how quickly the spring takes effect. To avoid "cogging / notching" effects when stationary its best to leave the spring coefficient high and lower the saturation.
Steering Gain – the gain (multiplier) applied to all steering effects (steering force, jolts, kerb rumble etc) after they have been mixed. For a clean more detailed experience set at 1.0 or below, for stronger feedback at the expense of clipping set higher (maximum value 5). - New – the Force Feedback Calibration screen now features a multiple force feedback profile selection system whereby the user can select a base FFB style that suits personal preference, and then tweak it further as desired. You can now switch between current FFB settings (Default) and pre-1.4 (classic) by using the FFB Calibration presets. These presets are available under Options > Controls > Calibrate Force Feedback. The presets are set on top of this page and the new sliders to control the spring/steering effect are at the bottom. Whenever you change these values it becomes a custom preset. You can switch back to either Default or Classic by selecting them at the top of this page.
Fixed
- Fanatec – added accelerator slip vibration support for Fanatec wheel rims that support this feature. Added sequential shifter profiles for Porsche 911, GT2, GT3RS V2 and CSR wheels. Added accelerator pedal rumble support for the ClubSport Pedals V3, and fixed brake rumble not working.
- Logitech wheels – added LED support for the G29.
- Custom wheels – reduced the default menu spring strength.
- Fixed an issue where the in-game menu spring centered the wheel when pausing while driving, which was jarring when both entering and exiting.
- Handbrake and boost controls assignments are now no longer mandatory.
- Fixed an issue where mouse controls were producing a deadzone in the centre regardless of deadzone settings.
- Fixed an issue where there was a sudden loss of FFB after a severe collision.
- Xbox One – fixed an issue where Force feedback was lost when focus was lost to the onscreen keyboard, other overlaid system apps or snapped apps.
- PS4 USB keyboard – corrected mapping for keypad '.' / 'Del' keys, removed Pause being incorrectly hardcoded to the 'P' key.
Vehicles
- 125cc and 250cc karts – adjusted automatic gearbox algorithm for better shifting. This reduces the occurrence of the rapid fire downshifts from 6th to 1st when locking the rear brakes.
- Audi R18 e-tron quattro – added the missing gear readout to cockpit display. Fixed ‘quattro’ to lower case in the showroom (licensing).
- Aston Martin Vantage GT3 – fixed the impact test position for the rear centre brake light, to ensure accurate impact damage effects on the light.
- Bentley Continental GT3 – fixed slight asymmetry in rear suspension design which was causing some unintentional cross weight.
- BMW M3 GT – set to use same tyre widths as the other GT3 cars. This helps equalize performance and acts to level the playing field, as this car would have used such tyre sizes if it ran beyond 2012 against the rest of the GT3 cars.
- BMW V12 LMR – fixed engine lifetime numbers to match other similar cars.
- Group 5 cars and BMW M1 – tweaked rain tyres heat and sensitivities to prevent them from overheating in light rain.
- Escort MK1 and DLC BMW 2002 Turbo – rebalanced the AI performance.
- Formula A -– added a new tyre set that includes two slick tyres: ‘Soft’ and ‘Medium’. Rebalanced the heating and wear across all four tyre sets. Reworked tyre wear to more closely match real world Formula 1 cars. Heating is now more even front to rear. Further rebalancing of the AI speed (now faster) as was required, and tweaks to the base setup to accommodate the heat change and its effect on the balance. The medium slicks make consistent grip between 180-220F, making this compound more useful as a strategic, lower wear choice. The soft slicks are the default dry tyre.
- Formula C – dropped the AI ability in the rain a bit more for this car, as the AI was still too fast in the rain.
- Lotus 98T – new setup to help handle the power better, new rain tyre tweaks for better heating. Some change for the slick heating and inflation pressure sensitivity of the carcass.
- McLaren MP4 12C – adjusted the default setup to match the change to stiffer tyres.
- McLaren P1 – stiffened up the default suspension to help prevent bottoming out at tracks like Nordschliefe. Changed tyre walls to Pirelli (licensing).
- McLaren F1 GTR – added suspension animations to limit front wheel movement in order to stop them clipping through the bodywork on large compressions.
- Pagani Huayra – corrected the default dry and wet tyres so that the correct tyre is selected when using ‘Automatic by Weather’.
- Radical SR3 and SR8 – reduced the backlight on the gear LCD in the cockpit to make it easier to read at night.
- Renault Clio Cup – updated suspension tuning and gear ratios to match exactly with correct reference data for the X98CUP Mk.4 car.
- RWD P20 LMP2 – recalibrated oil and water temperature warning lights to turn on when the engine is starting to overheat.
- Various DLC Vehicles – rebalanced the in-cockpit exposure levels.
- Various cars – recalibrated the tyre deformation effect. This fixes many cars which were seeing too little or reversed lateral tyre deformations.
- Various cars – graphical issues addressed – Mercedes C-Coupe DTM, Sauber C9, Audi 90, Audi R8 LMS Ultra, Audi R18, Audi R18 e-tron, Aston Martin Rapide, BAC Mono, Bentley Continental GT3, Bentley Speed 8, BMW 1M, BMW Z4 GT3, BMW 320 Group5, BMW M3 E30 GroupA, Caterham Classic, Caterham SP300R, Ford Capri Group5, Ford MkIV, Formula C, Formula A, Ginetta G55 GT4, McLaren F1, Ruf RGT8 GT3, Ruf RGT8.
- Various cars – updated to use the correct tread textures for various tyre compounds
- Modern street cars – new stiffer tyres for improved drivability, to more closely match the real world experience. This makes these cars more fun and engaging to drive. Made tweaks to the individual setups of the FWD and most Supercars to accommodate the change.
- 4WD/hybrid vehicles – enabled visual backfires.
Tracks
- Azure Circuit – reset the AI track grip for the faster Formula A cars, and tweaked the driving lines to help with AI getting stuck in barriers.
- Bathurst – fixed an issue where cars would collide against invisible objects in the pit lane, and fixed an issue with black shapes appearing in the rear view mirrors on some parts of the track.
- California Highway – reworked the allowable driving surfaces in the final section on the double lane highway to allow the player to drive on both sides.
- Dubai layouts – fixed a graphical anomaly on the track surface.
- Glencairn East – fixed a false cut track warning that would trigger while driving on-track.
- Nordschliefe – fixed an issue where AI attempting to leave their pit spots was being blocked by cars in the pit spot directly in front of them.
- Ruapuna layouts – improved the texture quality on the distant trees, and reworked the wire mesh on the marshal posts to prevent them from turning opaque at a distance.
- Sakitto GP – unblocked pit lane and added pit lane directional signage.
- Sakitto International – fixed an issue where the AI would run too wide and collide with the barrier in the downhill left handed sweeper.
- Silverstone layouts – fixed a false cut track warning at the pit entrance.
- Snetterton 200 – fixed an issue where the player would receive a cut track warning when entering the pits’
- Spa Francorchamps – fixed an issue where a number of bollards marking track limits had stopped appearing.
- Watkins Glen layouts – fixed an issue where the pit entry would trigger if a player drove very close to the pit wall on the main straight, and fixed a few graphical pop-up issues.
- Various tracks – Imola, Oschersleben GP, Oschersleben C course – cut track detection adjustments.
Oculus Rift
- Implemented support for Oculus 0.6.0.1 SDK.
- Added support for a separate Graphics profile “GraphicsConfigOculusDX11.xml” when running with the Oculus Rift. This means that you can now set your graphic details to high/max when playing without the Rift, and turn the details down for optimum performance when using the Rift and the game will maintain both configurations and apply the applicable one automatically.
- Auto disabled Crepuscular rays, Vignette and full screen raindrops.
- Fixed excessive object pop-in in Oculus Rift mode that was caused by the modified field of view used in VR.
- Shadow support – further work towards getting shadow support fully implemented.
- Fixed SLI/XFire windowed mode performance issues – SLI/XFire isn't available in windowed mode, but several Renderer paths were still active, resulting in reduced performance, most notably for Oculus Rift which fakes a windowed mode.
- Added a command-line option "-vrnomirror" that disables the desktop mirror. This will gain around 3-4% performance.
- Fixed the issue where non cockpit view cameras were not incorporating the head-pose position correctly, which caused the camera to be spawned very low down.
- Fixed the issue where the view in the Oculus Rift froze when returning to the main menu after a race.
- Fixed the issue where using FXAA caused black/opaque rendering when using Oculus Rift.
General
- Players are no longer disqualified for running out of fuel after finishing the race.
- Fixed an issue that would award players with a race win when skipping session after a false start.
- Fixed an issue with 24Hz 4k Monitor modes causing the graphics code to fail to load.
- PC – added support to enable Opponent Car Reflections by using the “-insane” command-line option.
- Jumpstart tolerances adjusted to make the penalty more realistic when the player starts moving his vehicle before the green lights.
- Fixed an issue that caused vehicle windows to appear invisible in the player’s rear view mirrors.
- PC – fixed an issue with Real-time weather not working.
- PS4 – fixed a crash that occurred when power cycling or when disconnecting and reconnecting a wheel.
- PS4 – anisotropic filtering adjusted to improve the visual quality of some materials, mainly brick walls which were appearing blurred at some angles.
- PS4 – fixed an issue where car bonnet reflections at times were out of sync with the environment being reflected.
- Xbox One – implemented background DLC check optimizations to eliminate instances of stuttering in Main Menu.
Quelle: Project CARS - All Platforms - Patch 3.0 - Release notes
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27.08.2015, 16:46 #446Kreizi
AW: Project C.A.R.S
Trailer zum Wagenpack: Alt gegen Neu
Ford Mustang & Ford Mustang GT
RUF CTR “Yellowbird” & Ruf RT12R (Free)
BMW 2002 Turbo & BMW 320TC WTCC
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18.09.2015, 21:18 #447r0b
AW: Project C.A.R.S
Project CARS – PS4 Patch 4.0 – Release Notes
New & Enhanced Feature Summary
- Online – added support for 'Force Default Setups' in Multiplayer restrictions screen.
- Online – players driving the wrong way will now have their collision disabled and their vehicles will display as ghost cars.
- Online – lobby search settings are now saved between sessions.
- Career – mandatory pitstop opening lap will now scale when the player scales the length of the race. For example, if the race was set to 5 laps, the pits would open for the mandatory stop on lap 2. If the player now scales the race length to 15 laps, the pits will open on lap 6 for the mandatory pitstop.
- HUD – when adjusting real-time settings, for example Brake Balance, the player will now see a HUD message to indicate what the setting has been changed to. The HUD will display “N/A” in the real-time settings HUD, messaging when a specific setting is not available due to it being disabled in MP session or not present on the vehicle.
- GUI – added a game version number display to the main menu.
- Assists – Enhanced Brake Assistance system so that people who are unable to use brake controllers at all can still play the game with this assist enabled.
- Assists – the Best Line assist now provides an option to only show the braking areas
- Tracks - Movable trackside objects and broken-off car parts will now be removed from the track after impacts.
Online
- New – added support for 'Force Default Setups' in Multiplayer restrictions screen.
- New – players driving the wrong way will now have their collision disabled and their vehicles will display as ghost cars.
- New – lobby search settings are now saved between sessions.
- Fixed an issue where the AI could remain stuck on the grid after the previous host left the session.
- Fixed an issue where the player was unable to select the Bentley GT3 in online races.
- Fixed an issue in Create Lobby where selecting Vehicle ‘view details’ would reset the class filter.
- Fixed an issue where the in-game chat box would scroll when the player pressed the accelerator and brake controls.
- Various tweaks to the behaviour of cars that are terminally damaged, and cars will no longer try to teleport to the garage if there are no pit lanes.
- Fixed an issue where the player could drive out of the garage again after retiring from a race.
- Further tweaks and improvements to the online lobby Car Class GUI – classes are now sorted alphabetically; changes are now only apply once the player accepts the new settings; ‘Create’ options defaults to ‘Any’ class; fixes an issue where the host would see only one vehicle in the quick vehicle chooser list if identical vehicles was set to ‘yes’.
- Fixed the rolling start option so that toggling the rolling start flag correctly updates MP game data.
Time Trial
- The standings info on the pause screen now shows real-time updated lap and standings info, and sorts the order of all active participants based on lap times.
- Fixed an issue where the player's best of session ghost time didn’t always exactly match his actual best of session time.
Pitting, Tuning, Setups, Strategy
- Fixed an issue where a selected tyre option saved to a setup prior to Patch 3.0 would cause a game crash after applying Patch 3.0 and using that saved setup.
- Fixed an issue where tyre pressures were not resetting properly when returning to pits.
- Fixed an issue where brake temperatures were being reset when the player entered the pits, leading to unexpected braking behaviour.
- Adjustments to fuel calculations when returning to pits during a practice session – when calculating the required fuel when the player returns to the pits, the estimated fuel levels are used for consistency.
Physics & AI
- Tyres – small adjustment to peak slip ratio or P Zero Trofeo, Faretti Track, and other soft-track road tires for road cars.
- Various improvements to AI navigation when entering and leaving the pit boxes.
- Improved the transition from road to off-road as certain off-road surfaces caused too much jarring on the steering.
Cut Track / Off Track System
- Sakitto International – further tweaks to the downhill Esses, to keep the AI on track when attempting bad passes that were causing the AI to hit the exit barriers.
- Various tracks – Nordschleife, Greenwood Karting, Silverstone National, Dubai GP, Barcelona National, Nurburgring Sprint Short – cut-track improvements based on latest community feedback.
Career
- Fixed an issue where the player would be placed first on the grid of race two in a multi-race round, after being disqualified from the first race. Disqualified drivers will now be placed at the back of the grid.
- DLC Career Accolades are now only present if the appropriate DLC pack is installed. This fixes an issue where the player was unable to do 100% completion of accolades due to non-purchased DLCs accolades also being present.
- Fixed an issue where bonus points were not being awarded for Kart series and some invitational events.
- Fixed a bug where the invitational events that require winning team championships weren't always unlocking.
- DLC Career Accolades – translated (non-English) strings added for Invitational Accolade – 320 Touring Challenge
- Fix to make sure player is placed last after skipping/simulating, in races where the second-best qualifying time is used for grid placement for the 2nd race (this was affecting Formula Rookie, LMP1-3, GT5 and Touring races).
- New – mandatory pitstop opening lap will now scale as well when the player scales the length of the race. For example, if the race was set to 5 laps, the pits would open for the mandatory stop on lap 2. If the player now scales the race length to 15 laps, the pits will open on lap 6 for the mandatory pitstop
- Improved Contract system to allow for extra entry level contract awards when progressing to a new motorsport, or when only being offered a renewal for the current motorsport.
- Improved the AI logic during races with Mandatory pit stops so that they will pick a more optimal time to stop when there is also changing weather at play.
Audio
- Tweaks to the Ginetta GT3, Clio and Bentley Speed 8.
GUI, HUD, Telemetry
- New – when adjusting real-time settings, for example Brake Balance, the player will now see a HUD message to indicate what the setting has been changed to. The HUD will display “N/A” in the real-time settings HUD messaging when a specific setting is not available due to it being disabled in MP session or not present on the vehicle.
- New – added a game version number display to the main menu.
- New – the Best Line assist now provides an option to only show the braking areas.
- Rebalanced the point at which Forecast weather becomes Current weather in the UI display so that the info display changeover better matches what the player is seeing in-game.
- Track temperature is now displayed on all in-game menus.
- Fixed an issue where the Time Progression slider skipped every 2nd option when moving the slider left or right.
- Track temperature will now display correctly based on the unit system and language selected by the player.
- Fixed an issue where the tyre wear meters on the HUD telemetry screen were flipped for the right front and left rear tyres.
- Track Temperature and Weather information are now positioned uniformly across all in-game screens.
- Removed redundant leading zeros from the KERS motec display.
- Fixed an issue where accessing the map or telemetry in the monitor screen would disable the player HUD in game.
- Enabled scrolling of the drivers list on the post race Standings screen.
- Vehicle Class icons – updated vintage F1 and vintage GT class icons.
- New GUI image with real-world livery for Ford Capri Group5.
- Fixed an issue where the menu borders would at times display unintended colours.
Replays
- Replays – fixed an issue where vehicle damage would automatically be repaired when watching a replay.
Controls & FFB
- Steering wheel angle now reverted to always centering during pause / pits / menus / etc. An alternative fix is now implemented to prevent the jolting when un-pausing the game.
- Fixed an issue where force feedback was still active when an AI team mate was driving the player’s car.
- Fixed an issue where calibrating the pedals could at times cause the pedals to function incorrectly.
- Logitech – updated pedal mappings for the G29 to match the latest hardware revisions.
- Fanatec – added use of accelerator rumble on CSW Base v2.
- Fanatec – CSR Elite 2nd dpad removed (as per SDK change); handbrake now works when attached to pedals via wheel base; added support for CSP connected via USB.
- Fanatec – upgraded to SDK 1.6.1 – fixes reversing of the CSS shifter gear up / down sequential mode.
- Fixed an issue with the Fanatec CSS connected via USB to the PS4, the wheel paddles stopped functioning.
Vehicles
- Audi A1 Quattro – changed class to Road C2.
- Audi R18 e-tron – added hybrid/KERS readout to cockpit display.
- BAC Mono – fixed duplicate material name causing a problem on painted cockpit parts.
- BMW 2002 Turbo – tweaked default tyres and brake balance so that the default setup provides a better overall performance versus the other cars in its class.
- BMW 320TC – fixed the top speed statistic displayed in the front-end.
- Caterham SP300R – added push-to-pass boost gauge to cockpit display and enabled exhaust backfire.
- Ford Escort and Mustang 2+2 Fastback – tweaks to help reduce climbing other vehicles during side-to-side contact.
- Ford Mustang 2+2 Fastback – fix for shadow flicker on AI cars.
- Ford Capri Group5 – fixed offset rear fenders.
- Ford Mustang GT 2015 – reduced FFB tire force multiplier by 25%.
- Gumpert Apollo – re-added four exhausts.
- Marek/RWD LMP cars – improved the default view position.
- Ruf CTR – recalibrated engine boost and allow up to 1.4bar boost in setup to match original car. Stock boost of 1.1bar provides around 470hp as advertised.
- Added hybrid boost gauge to display for McLaren P1, Marek RP339h LMP1, RWD P30 LMP1.
- Ruf CTR – Fixed an issue where the external side mirrors were switched.
- Audi R18 e-tron – Rebalanced cockpit exposure/brightness.
Tracks
- Le Mans – lowered the entry part of the kerb in the Mulsanne corner to fix the issue where cars would register a collision with the kerb.
General
- New – movable trackside objects and broken-off car parts will now be removed from the track after impacts.
- Enhanced Brake Assistance system so that people who are unable to use brake controllers at all can still play the game with this assist enabled.
- Reworked the stretched headlight reflections to be more accurate to real life.
- Fixed an issue where the Driving Line assist would become invisible when particles were set to off.
- Ensure that players cannot turn on assists using hotkeys in community events, when the assists have been explicitly disabled for the event in question.
- Fix further cases where the pre-race cameras would at times cut into the track surface.
- Fixed an issue where vehicle windows would at times not render correctly when using centre cockpit cam and helmet cam.
- Tweaks to gamma settings to closer match the PC and Xbox One platforms.
- Fixed a potential crash when returning from in-game to main menu.
- Fixed an issue with the rendering of shadow edges, improving overall shadow rendering.
- Improved general game stability.
Quelle: Project CARS PS4 Patch 4.0 Release Notes
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29.09.2015, 15:54 #448Kreizi
AW: Project C.A.R.S
Aston Martin Track Pack Expansion veröffentlicht
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18.10.2015, 21:45 #449A.D.I.O.S
AW: Project C.A.R.S
es gibt wohl bald ein workaround für alle logitech wheels
dafür muss man einen pc oder z.b. raspberry pi (für 30€) zwischen hängen..
funktioniert noch nich perfekt, aber geht in großen schritten voran.
im gegensatz zu den ganzen überteuerten adaptern wie maxrace etc, gibts hier echtes force feedback.
sieht also wirklich nach einer brauchbaren und preiswerten Lösung aus. in your face logitech!
https://www.gtplanet.net/forum/threa...th-ffb.336625/
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18.10.2015, 22:32 #450Capt. Clark
AW: Project C.A.R.S
..aber probieren geht über studieren, ich warte mal ab, was da aus dem Workaround wird. Am Ende muss ich nur Spaß haben, wenn das alte Wheel mir bei Project Cars und Driveclub Spaß bringt, warum nicht?
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30.10.2015, 10:19 #451OranjeX
AW: Project C.A.R.S
Japanese Car Pack DLC ab sofort erhältlich:
Beinhaltet:
- 1999 Mitsubishi Lancer Evolution VI TME
- 2008 Mitsubishi Lancer Evolution IX FQ-360
- 2012 Toyota GT86 / Toyota 86
- 2015 Scion FR-S Rocket Bunny Edition
- 2015 Toyota GT-86 Rocket Bunny GT Edition
- 2014 Toyota TS040 Hybrid
Außerdem wurde der Scion FR-S in das Spiel kostenlos hinzugefügt.
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16.11.2015, 18:37 #452r0b
AW: Project C.A.R.S
Project CARS – PS4 Patch 6.0 – Release notes
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 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.
- Improved VOIP quality for the in-game chat system.
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’.
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.
- General game stability improvements.
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23.12.2015, 15:57 #453Mr.Vance
AW: Project C.A.R.S
habe nach ein paar monaten pause wieder mal die disc eingelgt und die ganzen updates und gratis dlc's geladen. doch jetzt gibt es ein problem. andauernd kommt die meldung, dass spiel muss geupdated werden (8,5mb), doch das macht es nicht. die meldung kommt selbst offline. hat das problem noch jemand?
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23.12.2015, 17:31 #454Counterweight
AW: Project C.A.R.S
Lösche doch einfach mal alles und lad es neu.
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27.01.2016, 20:30 #455r0b
AW: Project C.A.R.S
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03.03.2016, 16:35 #456r0b
AW: Project C.A.R.S
Project CARS Game Of The Year Edition is coming on PlayStation®4, Xbox One, and PC with exclusive content: The iconic Nürburgring Combined Nordschieife + GP circuit, and 2 exclusive vehicles from Pagani Automobili, both unveiled today at this year’s Geneva Motor Show – the Zonda Revolucion, and Huayra BC
The game will also feature all the elements from the original Project CARS:
- An additional 50+ cars (125 total)
- 4 tracks (35 unique locations, 100+ layouts total)
- 60+ community-created liveries
- 500+ features and improvements that have been added since launch
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03.03.2016, 22:51 #457r0b
AW: Project C.A.R.S
Project CARS – PS4 Patch 7.0 – Release Notes
Online
- Reworked the dynamic race-end timer feature. In public races, the timer is 75% of the slowest moving car's lap time. In private races and passworded public races, the timer is 150% of slowest moving car's lap time.
Physics & Tyres
- 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, Re-instated 2nd DPAD support for CSRE based on latest SDK functionality
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.
General
- Fixed various game crash issues reported by customers.
UDP streaming support
- The UDP stream extension has been developed to allow 3rd party app developers the opportunity to receive telemetry data from the game. It is based mainly on the ‘Shared Memory API’ with a number of extensions to transmitted data.
- 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.
Project CARS – PS4 Patch 8.0 – Release Notes
Vehicles
- McLaren F1 GTR - adjusted cockpit exposure, fixed visual clipping issues.
- Radical RXC Turbo - Fixed typo in statistics file. Engine now correctly displays as V6 not V8, Fixed asymmetry typo in default setup spring rates.
- Lotus 51 - Fixed a typo giving 100 steps to rear fast rebound damper settings instead of 10. Default values were unaffected.
- Renault Megane RS265 - Fixed typo causing asymmetry in default setup springs.
- KTM X-Bow - Fixed clipping on the roof camera.
Tracks
- Cadwell Park – Fixed an issue where cars while on the main straight would hit the pit wall at a certain spot and be disqualified.
- Ruapuna all layouts - updated the position of the pit exit trigger so it's after the start line trigger. Full optimisation pass done on all the layouts to improve performance.
Physics, Tires and Setups
- Further adjustment of heating on under-inflated tires where it was reduced as part of the discontinuity fix.
- Fixed issues with players not being able to save setups to DLC tracks, if they started their profile with older versions of the game.
Controllers
- Fixed long standing missing functionality in Thrustmaster PS4 implementation -- the ignore device gain setting was not being honoured meaning the soft lock was being applied at the master gain level instead of full gain.
GUI
- DLC cars and tracks will now remain selected between game sessions.
- Fixed a bug where some tracks with forced rolling starts was locking out the rolling start option after moving to a different track.
UDP
- Extended joypad and dpad bitfields to include some extra buttons on steering wheels. Added 'same class as player' flag in participant info mSector field. Fixed a couple of issues with packet types 1/2 not sending at the correct rate.
Project CARS – PS4 Patch 9.0 – Release Notes
Vehicles
- Aston Martin GTE - adjusted the AI suspension damper rates down to better handle curbs
- BMW 2002 SW - Adjusted default setup for better drivability. Adjusted optimum temperatures and heating to move the optimum running temp closer to 180F. Adjusted cockpit camera position.
- BMW 1M SW - Changed transmission to sequential, paddle shift to match the 3D model
- BMW 2002 Turbo - Speed adjustments for player and AI for better match in the Vintage racing class.
- Formula Renault 3.5 - Raised collision mesh and adjusted default setup for better curb behaviour. Adjusted various other setup items to make player drivability better. Upped tire temperature build-up to get the tires more in the optimum range to use more of the intended grip with the default tire pressures and setup.
- Ford Escort, Mercedes 300SEL - Balanced the speeds better against the new BMW Stance Works car for the same class. Slight improvements in available grip through moving them into better optimum heat/grip range. AI speeds changed to match.
- McLaren F1 GTR: Fixed an issue where parts of the car would clip through other parts when damaged.
Tracks
- Road America - New race line and corridor tweaking. The main goal was to keep the AI off the curbs so heavily, as with the massive alligator teeth here cause the stiffer car fits and lifting off the throttle.
- Silverstone Classic – Fixed an issue that caused the game to dramatically slow down and at times crash during pitting in a multiplayer race.
Tires
- Reworked some vintage tires to get a better average temperatures increase, resolve severe flat spotting, localized overheating and too-easy punctures which were being reported.
Audio
- Ford Falcon – Reworked the vehicle sounds to a closer match of the real car.
Controllers
- Fanatec - Fixed CSRE second d-pad issue.
- Thrustmaster - Fixed a crash bug when using the T500 wheel.
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04.03.2016, 14:29 #458psyco88
AW: Project C.A.R.S
Hoi,
lohnt sich das Spiel auch wenn man es nur mit dem Pad spielt? Ich spiel sehr gerne Rennspiele weis nur nicht ob sich das Ohne Lenkrad lohnt.
Hab NFS Shift 1&2, GT5&6 und DriveClub bis zum geht nicht mehr gesuchtet.
Brauch mal wieder ein neues Rennspiel bin mir halt nur Unsicher welches.
Freundliche Grüße
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04.03.2016, 16:13 #459Capt. Clark
AW: Project C.A.R.S
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05.03.2016, 15:58 #460Hellseeker1332
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