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

Nice, looking forward to the next build available (I paid 10 Euros, couldn't justify more for a pre-alpha game!).

Having a blast playing this so far, I love how radically different each vehicle is to drive.
 
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The AI seems improved over build 73 as well.
 
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...

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src:Neogaf


Team VVV first look

 
That bit of the setup screen (and the thread that accompanies it...) looks pretty epic tbh, should be 'fairly' simple to implement but damn awesome :)
 
What view do people use for racing Sims. Always had the camera outside and above the back of the car in games like shift ect?

That's a view for arcade racers really.

I would have thought that most sim racers use the in car view.

That's the view I use anyway, it probably depends on whether or not you are using a wheel or gamepad as the control method.
 
That's a view for arcade racers really.

I would have thought that most sim racers use the in car view.

That's the view I use anyway, it probably depends on whether or not you are using a wheel or gamepad as the control method.

I'll be using a wheel, been switching between on the bonnet view and cockpit.
 
Build 78 seems to have some performance improvements in terms of the graphics appearance and frame rates. Though it's hard to tell where the benefit of DX11 is for the performance hit you get.

The kart track is something I would'nt be interested in at all and the karts feel and look like they are floating above the track.

The auto clutch bug is still present from the last two publically released builds, were pressing ESC causes auto clutch to change to manual.

The wheel calibration doesn't make it any better or worse for than the default setting and the addition of car set up is welcome to those who know what it all means, so that counts me out.

There's a new car, I assume, based on the Ariel Atom and the kart I mentioned earlier.
 
Does anyone else have a GTX560ti? I'm still having AA issues with the shadows with this game and was wondering if it was me or not.

How do you mean?

I think the shadows nead to be softer and sort of less jagged. They also seem to flicker slightly, they are certainly are the least real looking part of the game.
 
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