*******C.A.R.S - Community Assisted Race Sim*********

Iracing makes it feel like a job though having to keep your rating up etc good game but I doubt most people have the spare time it really needs and with all the microtransactions the game ends up costing more than it's worth unless you have that spare time I mentioned,

I wouldn't say it feels like a job, it can be quite tiring when you're doing races that last 45-50 minutes. It's a long time to concentrate for.

I think the system they have implemented keeps the racing as clean as you can get unless you drive in private servers.

I agree that it is expensive, but I think the quality of the game and the service is probably worth it if you have the time to play. I'd say I border on it costing too much for the 10-15 hours a week I play.

Either way, non of the sims I race is as good as driving the real thing. :D

I enjoyed myself today, despite the cold, wind and rain.

 
So how much progress has been made on the game so far?

I can't find a STATUS page or any of the like anywhere.
You won't unless you can read the WMD forum
Not due out for about a year.
focus for the coming months
Just wanted to give everyone an idea of what's planned for the next few months in Project CARS. The following list represents the priority items we'll be working on and that you'll be seeing added to the builds over the coming months (well, there's a few behind the scenes bits but put them in to keep you all informed)

Continued work on cars and tracks
GUILib upgrades - Essential 'behind the scenes' work to ensure that GUI work can be better distributed amongst the team, and improve GUI texture management. Also begin work into supporting new GUI additions such as tab screens and list boxes.
Audio improvements - These will include a gear change sound, gear wobble/shunt effects, improving engine load, adding global balancing tweakers, and some other behind the scenes work to increase audio efficiency.
Basic qualifying sessions - On enabling qualifying, the game will be split between two sessions: qualifying, then race. The qualifying session starts in the pits with a race overview screen, where lap information is visible, and the player can advance session when ready. The grid positions of the race session will be determined from the qualifying lap times. This will not (for now) include the ability to pit, or global concept of qualifying session duration.
Championships - Work has already been ongoing on developing the code needed to have functional championships, so you'll start to see some of these being added - initially just in a sample way to test functionality but later they will more closely follow some of the career plans.
Customisable HUD - New system to allow users to customise their HUD display. This will be editable via scripts, which will use our new Scribe system. Eventually, this will also allow editing of the HUD display in-game too.
Camera system improvements - We will be implementing improvements to the camera controls for various situations. This is intended to make it easier to get good screenshots and videos, and will include changes to the free camera, the attached camera, and replay cameras.
Hybrid timer - Advance the Timer code that was previously test by WMD members and integrate it into the physics manager tick for further testing. It is still not clear if it will be suitable as a final solution yet but it is now ready for the next stage of evaluation.
Particle editor - The particle system and effects (i.e. rain on car and windscreen, spray on cars, engine smoke, explosions) are being re-written in order to 'raise the bar' in this area. This is being done in conjunction with an overhaul to our editing tools, so the new particle system will allow live editing of the particle in-game (as well as having its own offline visual editor).
Physics tech improvements - Including contact domain optimization, additional deformation mode for RigidCarcass, better brake settings for kart, better clutch settings for kart and FlexiCarcass
Various shader fixes/improvements - There are numerous shader fixes and improvements planned. These will include...
* Raindrop visuals on bodywork will be improved to reduce the over-bright reflections seen, particularly in cases where the reflected light ought to be blocked by the car itself.
* Raindrop visuals to be added to other types of bodywork, e.g. carbon fibre.
* Bodywork shaders when in cockpit need to allow a choice of environment mapping technique, so that not all parts use the bonnetcam reflection system, as this looks wrong on internal components.
* Skinned bodywork shader needs to support bonnet cam envmap.
* Skinned carbon bodywork shader needs support for flat clearcoat layer.
* Shaders in general will get an extra option to use the ambient occlusion value to reduce reflection strength (both environment map and specular irradiance).
* Windscreen banners need to use transmissive lighting, rather than be transparent.
* Specular lighting will be improved across a range of shaders, to give a more consistent look to similar surfaces.
* Fresnel to be permanently on in road and overlay shaders, to be consistent with other track surfaces.
and
Hi Guys and Gals,

The team and I have been looking at short-medium and long term goals, listening to the will of the community and looking at areas of the game that need attention most urgently. What I'd like to share with y'all today is the work we're looking at doing now and next - the plan to the game's release is still being knocked into shape but we're much closer to a clear picture there. So in lieu of the full plan to release (which I will be sharing with you soon) here's a look at our plan of attack right now for the immediate future:

Manual engine start controls - This is done and in today's build!
Weather setting - the full way of being able to specify the weather during a race, including random and "real" (downloaded from the net).
Tyres - Allow any tyre to be fitted to a car (configured in car setup)
Yellow/penalty flags
Track Cameras Tool
Post-track load (and on track) car setup
Full race weekend
Pitstops
Audio improvements - more on this soon!
Multiple custom livery support
KERS/DRS/Push to pass support
View replays in front end
Brake wear
Ballast system for MP
"Real" damage mode
Turn indicators
"Goggles" helmet for Lotus 49
Setup sharing
Windscreen dirt buildup
Live Track
New Concepts for Main Menu and Time Trial UI
Gear Ratio Setup System


This work will take varying amounts of time but I hope you'll agree this is all important stuff that'll make a significant contribution to the look, feel and experience that we're putting together. Please be assured that the wishlists posted and the PMs sent have been read and are being considered as part of our complete plan to the game's release, and have already been used to help guide us with our short term goals.

Patch notes for today incase you are curious
Build 482 (29/5/13, Senior Manager)
GUI:
* Added 'time of day' icons and text applinks for loading and in-race screens (not yet in game)
* TimeOfDay quad added to relevant screens ready for new icon to appear (needs applink)
* Updated weather icons and new time of day icons
* Updated console button icons
Base:
* Fix for unintentional removal of live update data being sent out to TweakIt
* Fix for SimApp / apps not using Input caused by LiveEdit, also adds PS3 Unity files for latest editor code
* Fix LiveEditTool vcproj file so that DirectX includes are added
* Camera Editor, LiveEdit updates and TweakIt code updates
* Added creation tools for all camera object types
* Added auto live update for selected single objects to give better feedback
* Sorted out editing of spline nodes in the tool UI
* Added support for proper key code values back to game and added delete functionality for selected objects
* Added reference assignment/removal using reference selection via a new dialog to make editing easier
Environment:
* Particles respawning improvements for better view-fill capability mostly needed for snow support due to snow lower fall speed. This CL needs latest Effects/Particles/Textures/Weather/raindrop.dds
Renderer:
* Oculus Rift WIP (more low level plumbing)
* New DX11 texture loader - this is to fix the long standing purple texture/cracked glass bug and also reduces the current peak system memory usage caused by a workaround to defer the release of intermediate d3d textures
* Don't render the Landscape in the dummy environment map - because the landscape rendering would then use itself(!) since it uses an envmap (This caused occasional reflection corruption on Azure Circuit)
* Add DUMMY ENVMAP visualisation to F1 debug menu
* Modified thin client mip-skipping option to make it more useful
Shaders:
* Improved Water shaders (sea/riverbed transmission, fixed reflections plus global light level scaling)
Tracks:
* Northampton Classic: Interior textures, added viewer spotlights, added new skyring added wetroad fx to kerbs added night spotlights

Build 481 (23/4/13, Manager+)
GUI Tool:
* Added 'select next/prev list option' result
* Fixed new GUITool compile errors
Environment:
* Enviroment system now uses custom object pools for the weather cycle timeline components.. this reduces the number of allocs required by the enviroment system a lot
Tracks:
* Northampton Classic: Textures update
* Northampton Classic: Adding cameras /marbles tweaked grass settings/ added skids/ fixed lod popups / added wetroad fx to main road at Northampton classic

Builds in the days before that
Build 480 (24/5/13, Team Member+)
Audio:
* Set AI volume to zero to temp cure audio corruption issue until Stuart can trouble shoot
Shaders:
* Disabled motion blur for drivers materials
Tracks:
* Northampton Classic: Fixed nasty pop up of track/terrain part
* Northampton Classic: Added track Hud map
* Northampton Classic: Added raceline
* Northampton Classic: Added autograss and tracklights
Vehicles:
* Pagani Zonda R: Stiffer roll bars on Ben's feedback, tuned engine and brake heating/wear, temporary increase in tire pressure until an STM heating model is done
* Formula Gulf FG1000: Revised setup on petrolhd's initial feedback

KNOWN ISSUES: We have disabled the AI sound to make it bearable to do races with more than 7 AI.

Build 479 (23/5/13, SM)
Audio:
* The GameAudioSettings now provide us with more volume headroom to allow a greater dynamic range.
* Implement Zonda R engine set with new dynamic amplitude, new _Ext gear shift and distance based filter (occulsion) and reverb and added more bass to lower RPM range and fattened up the thin sounding exterior high rpm samples.
* Remix ALL cars and every sonic event in the CSD files to suit new dynamic.
* Create new external gear shift sounds in a new category called Gt1, which requires further code support to get it working correctly.
* Added the Zonda R Ai engine and remixed the Ai engine volume globally.
* Further tweak of the thin sounding Zonda R exterior onhigh sample.
AppSupport:
* Moved 'fill loadout ' functions to GUI helper to share with loading screen
* Added 'slotType' to filter data
Render:
* Build Script changes to create separate ShadersDX9.bff and ShadersDX11.bff pakfiles. Game App now loads ShadersDX11.bff or ShadersDX9.bff dependent on the DirectX version. (saves around 70MB of memory! also improves boot-time)
* remove ATI_SHADOWS from shader compiler combinations
GUI:
* Small fixes for list item update
* Adds callback ability to list item 'fill' calls
Tracks:
* Bathurst -fixed texture seam -fixed exclusion map which had issues rendering grass in later part of the track -fixed collision issue at end of the track on right side of the track as reported on forum
* fixed grassocclusion at Bathurst
* rebranded adverts around track with temp textures at Northampton classic

Build 0478 skipped

Build 477 (22/5/13, SM)
Base:
* Fixed a bug that caused stale threads to still collect messages sent to its queue, resulting in memory leak/fragmentation
Physics:
* AIW file for Northampton classic first revision
Render:
* Removed legacy shadow depth format support - saves approximately 20MB of memory with the appropriating shader combinations change
GUI:
* northampton classic related GUI files
Tools:
* TranslateIt
1.Basic importing of trasnlations.
2. Improvements to UI Lists to allow expandable items to any depth and to visually show an item as items to expand.
Tracks:
* northampton classic related trackfiles; added the track to teh game
* fixed material errors lod distances skyring fixed added track related stuff to p4

Build 476 (21/5/13, M+)
Physics:
* BMW M3 GT4: Repositioned tires to correct track width. Tests on both brake and engine wear. Revised front suspension geometry.
* Tires: heat model, although not completely connected to hdvehicle yet
GUI:
* Added accessors for in-place modification of list contents
Audio:
* adding Greg's new external WIP gear change sounds for testing
* GameAudioSettings.xml unlocked for Greg's updates
Tools:
* TweakIt - Added new mouse cursors
Vehicles:
* BMW_M3_GT4: Narrowed tires and repositioned for correct track width
* BMW M3 E30: fixed selection sets, separated LODX/LODA/CPIT meshes, started CPIT mesh reduction, various fixes
 
Last edited:
So how much progress has been made on the game so far?

I can't find a STATUS page or any of the like anywhere.

its running along nicely. there isnt a dedicated progress thread, but there are several threads documenting the major parts. AJs thread and the gearbox thread are the two that come to mind for the physics and the weather thread and the graphical milestone threads are the ones that come to mind for the graphical side of things but i'm sure there are more knocking around
 
its running along nicely. there isnt a dedicated progress thread, but there are several threads documenting the major parts. AJs thread and the gearbox thread are the two that come to mind for the physics and the weather thread and the graphical milestone threads are the ones that come to mind for the graphical side of things but i'm sure there are more knocking around
yea all the devs seem to have a lot of freedom and post there own threads in their relevant sections. there's no real progress thread covering everything.

but I tried to get the basics in my above post , I don;t have time to check the lighting thread , the weather thread , the various physics threads etc.

Heres the audio roadmap which is my biggest gripe right now

1. Fully distinct and separate interior and exterior views. Improved variation to surround arrays, cockpit sweeteners and exhaust resonations for chase and exterior views.

2. Interior rattles, creaks, vibration noise in cockpit view

3. Interior 'resonance/reverb/hollowness' in cockpit view

4. In exterior views, an object's (barriers, walls, stands) distance to car has impact on reflections (verb, echo), frequency spectrum.

5. Exhaust noises: greater range of splutters, pop, bangs

6. Full driveline modelling to give:

a. shunt
b. gear wobble
c. off-throttle loading.

7. Better suspension compression noise on landing, kerbs, and bumps; tyre noise on expansion joints

8. Gravel SFX: more nuanced transitions between velocities and gravel hangover on tyres

9. Trackside doppler more dynamic. Better management of distance rolloff envelopes and 3D panning levels.

10. more variations of tyre noise, and a round robin system for sound selection.

11. Supercharger modelling in physics to drive the audio


Environmental sound effects:

1. reverbs not defined by hemispheres instead by rectanglular boxes in the viewtool

2. implementation of quad track SFX for crowds, tannoys, ambiences

3. Increase polyphony overall

4. Increased crowd variations and other race day sfx required


Overall Sound Mix

1. Implement FMOD Real Time Mixer Console for live mixing during post production phase.

2. Replay audio improvements in terms of polyphony and content.

3. The trackside camera 'audio zoom'

+ the guy said all the sound samples would be redone before release from scratch

The new pagani sound is a decent step forward but still sounds to artificial


Reverbs and sound distortion effects are teribad but they were fairly recently implemented so have a long way to go.

Still far from the new iracing sound standards but getting there slowly.

OLD effects onboard
NEW effects onboard
 
Last edited:
Got a refund for this a while back and I feel like playing it now...rather annoyed at myself.

Don't suppose anyone has an account they want to sell me?(:p)
 
I haven't tried pCars in a good while! Hopefully the performance is back slightly as it started to run sooooooooooo bad on my ageing PC! Also when I last played it they were changing to the new tire model and almost all of the cars were undriveable with my skill level so I found it rather frustrating.
 
Damn. I really want to play this now for some reason.

Perhaps as GRID 2 turned into a arcade game with little to no options for handling and no in car view and is nothing like GRID?

I must admit, pCars despite what others say is a much better game underneath, ok pCars is rough around the edges, but once they get the game to a stage where its ready for market, I can't see it being a flop..

I'd love an account as well. I've been using someone elses account and Ive enjoyed playing it and watching the game update..
 
Yeah, I kind of want a game where I can jump on and play without having to be really serious like iRacing.

I regret getting a refund :p
 
There's a vote going on at the moment to a we what DRM we want the game to have.

At the moment the most voted is for Steam for offline and online.

With no DRM for offline but online registration for multiplayer a distant second.

/Please vote for your preferred DRM scenario(s) for the PC version. This is a weighted multiple choice poll!

Short descriptions of the options:

1. no DRM

2. offline DRM (e.g. SecuROM)
Checks the game's authenticity e.g. through a CD/DVD code check.

3. offline DRM (e.g. SecuROM) + anti-DRM patch after certain amount of time
Removes the offline authenticity check after the initial sales peak has passed, so that honest buyers aren't bothered by it anymore.

4. dongle (hardware device plugged into USB port for verification)
The hardware device is required to be connected to the PC when starting and/or playing the game.

5. offline installation key (comes with game purchase)
During installation you have to enter a serial number or installation key that you got with the game's purchase (e.g. on DVD or in the purchase receipt email).

6. online activation/installation key registration
During installation, the game seeks contact with a server to authenticate the installation, or the buyer gets an installation code from a website that needs to be entered.

7. no DRM but online registration for multiplayer, DLC etc.
The base SP game has no DRM, but in order to join multiplayer or get access to DLC content, you'll have to register online and prove that your copy is legal.

8. regular online authentication checks (e.g. once every 20 game starts)
Every once in a while the game needs to contact the authentication server when it is started.

9. always online
Permanent contact with the authentication server is required.

10. Steam DRM
Standard Steam DRM is applied.

11. Steam DRM for offline + Masterserver Online/Local authentication
Steam Offline Mode allows us to play games through Steam without reconnecting to the Steam Network every time we want to play, it requires only the first authentication to be made online with steam and then you activate offline mode. For online play, contact with the authentication server is used to verify the install.

12. Steam for online, offline DRM for offline play (SimBin Race series method)

13. Create offline profile and link to Steam account
After purchasing the game you must create a profile on our social network which will be linked to your Steam account.

14. hacking detection + annoying 'bugs', e.g. in higher car classes of career mode or in MP
The game detects in some way that it is a pirated copy, and introduces bugs or certain car behaviour that deteriorate gameplay.

15. other (please specify)
 
Last edited:
some cars are getting flash tread and modal carcass whatever that is,


Build 488
Vehicles:
* Lotus 49: New Flash tread added along with an update to the Modal caracass. Ford GT40 - made changes to the flash tread and carcas based on what i just learned form the Lotus 49
build 487
Ford GT40: New Madal carcass with a first attempt Flash tread
* Lotus 49: Updated yesterday Modal carcass with what I've learned

build 486
* Tires: added exaggerated wear to FB test tire
* Lotus 49: New modal carcass added, but still using older scrub tread.No luck getting this car to handle properly with the flash tread yet

More audio changes in 488 to
Audio:
* More refining the mix and distance rolloff for the external backfires, splutters and gearshift sounds. I found the "inverse logarithmic scale" to be best as it's more natural sounding curve. I tested and applied these changes to the following cars: Caterham R500, Zonda R, Formula A and Capri Group 5. The Zonda R & Formula A are the best so far. I've toned down the gear wobble in the R500


EDIT:
the weekly build should be up in the next hour they are just waiting for someone to implement a replay fix
 
Last edited:
Back
Top Bottom