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

And thats a good point. Modding cars into the base game by modders - big, big plus from me on that one..

Shift 2 was a bit of a mere to get new cars into it. Still play shift 2 come to mention it.
 
New build is up
Build 439 (2/4/13, Team Member+)

API:
* All chat message api functions (first pass)

Render:
* Fix for static environment face update rate - the recent envmap refactor had a missed setting making the rendering of the static envmaps 6x slower

GUI:
* Weather config tweaks for localisation

Physics:
* Bump steer fix on the struts for Evo FQ400, Boss 302R, Focus RS, Pirault Mega. Camber exploit fix applied to those and the Racers

Environment:
* Rainy 2 wtc added. Please remember to delete the contents of \Documents\Lighting Edits\CARS if you used my work around for the missing file in build 438

Tracks:
* Lakeville: Update for GP, further updates on inner and outer terrain and materials adjustments on scene, swapped 3D sprite trees to 3D ones
* Solitude Rennstrecke: New basic AIW for the recent changed geometry. Also fixes AI slowdown in first corner
* Heusden: Fixed shadow and terrain issues. Missing assets added, tarmac strips darkened, red boxed added

Vehicles:
* BMW M1: Adjustments to chassis. Set motion ratios at a more realistic .75 front and .75 rear , Adjusted pushrod angles to match this to get shock speeds closer to real. Adjusted all spring rates and damper rates to work with these new ratio's. Steering lock upped from 20 to 30 degrees and steer ration tweaked. upped FFB tire force fraction. Some chassis balance work to suit. No tire changes
* BMW M3 GT: Adjusted some texture sizes, minor spec map fixes
* BMW M3 GT: Fixed taillight illumination
* BMW M3 GT2: Texture size adjustments
* BMW M3 GT4: Fixed gauges lighting
* Caterham Classic: locked gear ratios at factory settings and added a new final drive ratio
* Ford Focus RS: New tail lights
* Lotus 98T: Changes to the pushrod postioning and steering ratio for new tire. slight adjustment for bump steer fix
* Lotus 78: New physcis to go with new tire. Motion ratios changed to a more reaistic .625 front and .75 rear. Spring and damper rates adjusted accordingly. Moved COP slightly forward to match comments about real car
* Lotus 78 and 98T: New tires that are more period correct. Removes the FA tire
* Ariel Atom 300: Switched compound to track_jadegreen. Effectively lower grip than previous
* Ariel Atom 300: idle throttle adjustment
* Mitsubishi Lancer Evo: All interior/exterior gaps fixed. Added quick cockpit AO. Fixed cockpit lighting
* Cockpit exposure adjustment for most of the newer cars
 
Well that update has increased performance for me across a few of the tracks and my lens flare is now working much better..

also, M3 racing is now amazingly good, and frightfully real looking in replays if you use some of the fancy camera angles..

I tried Heusden, which was on the tracks I was getting some poor FPS and flickering, its much better now..

Historic Spa was interesting, it was like a trip down memory lane - just how they used to race back then, haystacks as crash barriers.. Dangerous..!!
 
Gave this game a really good going over last night…

My findings were ranging from greatly impressed and impressive graphics to sheer OMG this is running like a dog with some tracks and car weather combinations.

I’ve found that historic tracks have superb potential to be the making of a truly classic era GP series. The filters need to be sorted to give it a more old film grain type look like in the speed hunters DLC pack for shift 2, and the replays need sorting but its got massive potential. Found classic Monza, spa and Hockenheim so far, and racing around historic spa in a classic lotus 49 was really impressive.

The Nurburgring feels very complete, but you set the weather to heavy rain, night and 16 BMW M3 on track at once fps plummets to stupid numbers.

The selection of tracks is good, but its ordering is a complete mess. This is cosmetic and I would say will be sorted before any final build is made.

The car selection is sparse, I’ve found the historic lotus and BMW ranges to offer the best in single races to give a good idea on what to expect. I’ve tried all the tracks with a combination of lotus 49 and Lotus 78T 16 cars at once, and the fps with anything from light cloud to sunny conditions have been good, the tracks have ranged from looking totally stunning such as Monza, Bathurst, Spa, California Hill to quite basic such as some of the oval tracks.

Amazingly I’ve tried a 40 car stock car race in sunny conditions on an oval and the racing was close together and resembled a 40 car nascar race, I was amazed the framerate stayed high considering how many cars it was rendering on the track at once.

The graphics are generally good for trackside objects, trees look good but at some angles look flat but the car details for the Lotus and openwheel and some of the GT and road cars are very good indeed.

I’m not quite sure what Slightly Mad are aiming for here. Could end up being a jack of all trades, GT5 tried this, but didn’t quite pull it off.

Game offers Karts, Nascar, F1, Classic openwheel, GT, Road, Track but yet to find any rally.

That is quite a big range of disciplines, one thing for sure, if Slightly Mad were to concentrate their efforts on only the classic openwheel I’d say they could have a complete classic era series up and running quite quickly from what I’ve seen thus far.

It is a dream game, I’ve got high hopes and this could be potentially but biggest and best racer to ever see the light on the PC. I’ll be giving the classic lotus another run tonight, really enjoying racing 78T around Monza and Spa.

I’ve been extremely grateful to get access to the early alphas to give this a go. Certainly not been disappointed, just wishing it was a full game right now to be honest. I’d be kissing goodbye to a large chunk of my free time if it was lol
 
nice little review there, i think i'd agree with everything you've said. Just a couple of points i'd like to add to:

Some of the tracks are far closer to being finished than others. Connecticut hill (Watkins glen) is far more complete than Solitude for example. i'm pretty sure that most of the ovals are a long way from completion.

The rain system is still in dire need of optimisation, but since they are still adding to the system there isnt any point in optimising until they have all the features they want from it.

The idea of the game structure is to be able to do all of the major disciplines, working your way up from the lower levels such as karts, Formula ford, low level touring cars or whatever, to the pinnacle of your favourite discipline, such as F1, Le mans or whatever. In most of the categories they are hoping to have three different cars competing, but in some there will be only one or two.

There is a proposal for exactly what will happen regarding the exact career structure and what will be in the full game and what will be DLC, but the devs would prefer it stays on the forums only for now since absolutly nothing on there is confirmed.
 
some of the cars hammer your framrate because they are using stupidly high quality models with around 200k triangles when the first detailed export gets put in

for example
LODA of the M1 is progressing nicely, the car is at 135k triangles (without interior) so far; the target is 50k. No screenshots as the car is a mess at the moment.
even the tracks most people consider finished like bathhurst still get work done to them
Bathurst_v1.175_Alpha3.89

-fixed last reported loft issue
-fixed tyrewall/wall clipping
-csm updated
-fixed gaps along the wall barriers
-re-dropped overlays in the changed loft aras
-added more dirt/grunge areas like oil splotch around track
I guess they will worry about performance when the game is more feature complete theres still a lot of changes to the weather and lighting being down and pitstops still need to be implemented some early pitstop animation videos were put up by one of the devs back in october
 
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Yes, the career mode has me intrigued. I’ve been impressed with the handling, granted I’m still using a gamepad, sadly I don’t have a wheel or know anyone who has a wheel, as I’ve been finding turning down the gameplay to more basic settings makes the quicker cars such as GT cars more controllable I’m sure deep down I’m missing out, but even with a 360 gamepad, it handles exceptionally well.

The feel I’ve been getting from even a 360 gamepad with its FB has been quite good, and I’ve been largely impressed with the way cars corner, doesn’t drift or slide anything like Shift 2 would if you put the power down too quickly.

Yet, its still easy to totally mess corners up, I’ve learnt a whole new racecraft in the last few days playing, so seems they are going for a whole new experience. Only other game I’ve comfortably sat down and gone – yeah I can most certainly enjoy this from the off without massive tweaking or feeling its ok but could be better was the original GT on PS1, and all GT games after this. Even Forza on the 360 didn’t grab me like GT did.

Pcars has recreated that feeling sadly it took a none completed alpha build to do this, why Shift 2 couldn’t do this - well. I can see parts of Shift 2 in this game, but I do believe that large parts of code have either been scrapped or totally rewritten for Pcars that was used in Shift 2. If they’ve even used any code from shift 2 at all..

Graphically though, you can see parts of shift 2 artwork and style.

As for rain, weather effects, optimisations etc. Its too early, but I did enjoy pulling the car over and watching the rain fall and drip down the bodywork, it look quite convincing, racing line developed nicely – it needs lots of work, but you can see Slightly Mads vision.

I have no vested interest in this game other then as a player – and I’d say if they get the career mode up and running and get the front end, presentation etc etc etc up and running they’ve got a game I’d want to buy…

I would LOVE to have the classic F1 expanded upon, a full career of classic F1 across multiple years using this engine, physics and graphics – YES PLEASE.!!

I’d be throwing money at my screen.. that’s for sure.
 
tried this again for the first time in a 3 or so months, its still as bad as ever.

- arcadey physics far too reminiscent of the abortion that was shift 2
- tyre model = lols
- lifeless ffb compared to top end sims
- graphics are substandard for a pc game due to the dreadful AA, flickery shadows and general lack of visual polish (yes i know its still alpha blah blah blah)

How can devs go from the likes of GTR2 to tripe like this ? guess they got to noob everything out to increase sales.


I’ve got high hopes and this could be potentially but biggest and best racer to ever see the light on the PC

lol
 
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tried this again for the first time in a 3 or so months, its still as bad as ever.

- arcadey physics
- tyre model = lols
- lifeless ffb compared to top end sims
- graphics are substandard for a pc game due to the dreadful AA and shocking scenery textures used

How can devs go from the likes of GTR2 to tripe like this ? guess they got to noob everything out to increase sales.

I need to get a wheel, as obviously I've missed something by using a gamepad. I 've been going on this based on games like forza and GT5, console games with a lot of arcade to them... Hmmm

but I didn't think the graphics were poor, in fact quite good but guess its all subjective...

if you're not happy with the game, fancy selling your account on?
 
How can you say the graphics are substandard, it is a beta remember :rolleyes:

because the AA is terrible and jaggies look terrible, clearly tons of other people feel the same hence why the forums are full of complaints about it.

all the bullshots look impressive, but the game in motion is far from impressive and this is a feeling that is echoed by lots of people, for a driving sim you don't want ANY visual artefacts, you want as clean a image as possible and you simply don't get that on pcars in its current state.

it being in beta (its not actually in beta...) doesn't change anything either, the poor AA is down to the lighting engine they are using, its the same one they used in Shift 2 and it means you can't have high quality AA. Compare their older lighting engine used in Shift 1... it may not be as swanky but it allowed for high quality AA and thus a clean image. Shift 2 and Pcars can not come close to this standard of AA because of the engine being used, the devs have admitted this on their forums several times.

If you don't care about AA then fine, it may look great to you but poor AA and Shadows = Ugly to my eyes.
 
It's against the TOS to sell your account but I guess they would never know.
It's impossible to change the paypal details though so any revenue would goto the original owner and possibly the voucher towards the game worth what your package cost would be sent to the paypal email

I don't see anything wrong with the AA its perfectly fine to me... they are adding another AA mode soon as well the one nvidia uses force with nvidia inspector.

are you even using the DS AA modes? sometimes I wonder if certain people even own a toolpack
 
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It's against the TOS to sell your account but I guess they would never know.
It's impossible to change the paypal details though so any revenue would goto the original owner and possibly the voucher towards the game worth what your package cost would be sent to the paypal email

I don't see anything wrong with the AA its perfectly fine to me... they are adding another AA mode soon as well the one nvidia uses force with nvidia inspector.

are you even using the DS AA modes? sometimes I wonder if certain people even own a toolpack

i've tried them all mate, including numerous tweaks in nvidia inspector.

None of them come close to providing the crisp image quality that i get when playing sims such as iracing with 8x Super Sampling AA.
 
nvidia inspector forced one is super sampling ?

Apparently Sgssaa works really well one of the things I miss about owning an nvidiacard :( nvidia inspector was awesome.

With AMD I'm pretty much limited to using AMDDownsamplingGui
 
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nvidia inspector forced one is super sampling ?

?

I force super sampling + sparse grid supersampling when playing sims such as iracing, rfactor 2 etc, it provides the cleanest and most perfect AA i've seen in any game before.

Doing the same for Pcars doesn't work due to the lighting they use, i've tried various other AA tweaks in Nvidia Inspector which are posted on WMD forums and none of them come close to replicating the clean pristine image im used to from older sims.

The devs have basically come out and said don't ever expect that standard of AA in the game as its simply not possible with the engine they are using.


anyway putting aside my dislike for the messy and console like graphics (everything looks low res apart from the cars which look fantastic) my main gripe is with the sub standard physics and tyre modelling, its still way too arcadey.
 
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Mine looks perfectly clean using ds2x and manually down sampling from 2560 > 1920.

did a dev actually say that? I thought it was the whole reason for them scrapping some of the older AA modes and adding the DS options that they are still playing with and adding sparse grid in the future.

Some of the HDR modes apparently go to dark or light with some of the AA modes but It's not something I experienced.

You are using sweetfx to?
 
you can do sparse grid supersampling tweaks via nvidia inspector, but again it doesn't come close to replicating the standard of AA one can apply on sims using more dated engines from a few years back such as iracing, rfactor, netkar pro, gtr2 etc

Im certain that to you it does look perfectly clean using the settings you mentioned but as i've said before some people don't notice jaggies as much as others, thats not me being condescending its just when you're used to a certain standard of AA/image quality its very noticeable when you switch to Pcars.
 
you can do sparse grid supersampling tweaks via nvidia inspector, but again it doesn't come close to replicating the standard of AA one can apply on sims using more dated engines from a few years back such as iracing, rfactor, netkar pro, gtr2 etc

Im certain that to you it does look perfectly clean using the settings you mentioned but as i've said before some people don't notice jaggies as much as others, thats not me being condescending its just when you're used to a certain standard of AA/image quality its very noticeable when you switch to Pcars.
well the manual down sampling I also apply must be cleaning everything up as it obviously processors the whole image , I've never ran the in game down sampling just on it's own maybe for performance reasons or engine limitations it skips specific objects/shadows.

where as manual downsampling obviously is the same as when you take a high res image and shrink it down every single pixel gets effected

am i allowed to do that ? i can't even remember how much i paid for it as i signed up when it was first released. think i got the weekly build package
It tells you on your forum profile just click your name at the top next to where it says "welcome"

Tool Packs (CARS):
45 €

I'm full member and I guess you are as well if you get weekly builds I think the next one down was monthly builds (junior member)
although they don't always stick to that when they want something testing like the recent API stuff
 
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