Project CARS – New DTM AMG Mercedes C-Coupe ’13 (Build 658)

 

Slightly Mad Studios released build 658 of their Project CARS WIP.  The highlight of this release is the DTM AMG Mercedes C-Coupe 2013 . Keep in mind that this is only a first Export into the project, so the car detail, sound and physics will undoubtedly change in the near future. In this video by AdrianF1ESP you can see the Benz in action at the Belgian Zolder Circuit.

 

[EXPAND Build 650 – 658 changelog]

Build 658 (07/02/14, Junior Member+) – 965.4 MB
Next-Gen:
* PS4: Caches world matrix to stop recalc in SetInternalParams.
* PS4: Adds support for sending materials by a fixed constant buffer.
Render:
* Correction of previous change about avoiding global specular irradiance in character_basic_skinned.fx – now it works (there was specular missing at all in previous version)
Multiplayer:
* Adding a countdown timer for the post race leaderboard screen for MP mode.
GUI:
* Adding QuickMenu applinks for AndyT
* Started upgrading the Career Dashboard screen to the final UI design
* Startup, Login, Race Central, Quick Solo Weekend, Audio screens updated to the final UI design
Physics:
* Lotus 72D – New physics set. with a new flexi tire and chassis setup. Tried to match historical performance as close as possible. Tire simulated is the soft compound. All heating dialed in.
Vehicles:
* BMW Z4 GT3: Added white Nvidia livery – initial check
* Ford Capri: Updated Wiper meshes, wiper animation, mask/ rain setup. Fixed Damage deformation issues
* Ginetta G55 GT3: Liveries part3
* Mercedes C-Coupe DTM: First export
Tracks:
* Silverstone: Added barriers and tyres to block the open gaps in the new pitlane, updated the tyre stacks master scene with new tyres for Silverstone, completed polish pass , new textures / materials , removed all old tyres & replaced with viewer placed , various fixes.
* Azure Coast: Fixed various things all around the track, added latest works, fixed csm-added VT csm, fixed central res area, updated Vt static rain blockers, new racelines, quick fix spec map
* Bathurst: Finished ground dirt detailing, added dirt to whitelines, dirtedges overlays where missing, trackedge overlays around the drains, added trackseam overlays between curb and road and between curb and grass, fixed wrong AO at some walls, updated gravelblend to ground, improved racinglineskid texture and material

Known issues:
– Azure Coast (Full/FullRev/Stage1): CTD happens when reaching the end of the track
– Derby Park/Harrison Pikes: Strange artifacts in 3 sections of the track

x64 Known issues:
– Cant change tires in any car (using car setup)

Build 657 (06/02/14, Team Member+) – 707.4 MB
Next-Gen:
* PS4: Adds support for trimmed constant buffers.
* PS4: Addition of Multiplayer files to sln.
* PS4: Temporary login flow for multiplayer
x64: (Ged will explain this shortly)
* x64: When running in 64 bit “.X64” is tagged to the end of the version string in the main menu
* x64: When running x64 gold config it will by default spawn the 32 bit exe instead and exit, unless -x64 is passed to the command line
Render:
* SSAO/HBAO Default KeyLight multiplier lowered to 0.5
Audio:
* The McLaren F1 Road Car NEW incar. Tweaks to tranny, gears, wobble & backfires, The track version of this engine sound will reappear with the GTR version, Surface sound fix, some samples were dropping out at high 1.0 (full) scaling, now moved them up to 1.0.
Online:
* Use Steam alias as the name displayed for the local user rather than WMD login name, when running in Steam mode. This change should finish “name” switchover to Steam, making names consistent again (Steam names rather than WMD names now).
* Fixed issue introduced by CL 355739, the Steam name was used as the login dialog default. Unfortunately the main GUI displays the account name and not the profile name, so it’s back to the WMD name for now.
AI:
* Work on yellow flag AI behavior
* Fix AI Offroad behavior
* AI into/out pit spots, modify speed and steering ( fix a bug )
GUI:
* Making the cancel button on the in-game tuning screen NOT commit and save changes to the tuning slot.
* Removed auto-pit option from Main Menu
Physics:
* Updated computation of simulation substep duration, so it’s not affected by player simulation rate changes while simulation step is in progress.
* Physics manager no longer remembers old client update time, as it not needed beyond single update call.
* Removing redundant load of tuning slot data since it can be pulled directly from in-game physics
* Modifying advanced in-game tuning so that is automatically loads your tuning configuration for the current track and car. Also, if you advanced tune a car/track combination that has no tuning slot, it will automatically create and save the setup into the correct slot if you click save.
* Appended ‘front’ and ‘rear’ to CDF default tyre options to ensure tyres with different front and rear labels are applied correctly
* Turbo changes: Phase 1 – accelerant changes
* Turbo cars: Added data for phase 1 of turbo system changes
* Traction control can now be changed in-game in the garage through the global tuning menu.
* Lotus 72D: Interim physics checkin for testing on tire selection bug
* BMW M1 Procar: Fixed asymmetric damper rebound settings
Tracks:
* Silverstone: Completed polish pass , new textures / materials , removed all old tyres & replaced with viewer placed , various fixes, added new viewer placed instance tyres , new XML files for the tyres on the 3 layouts , updated grass rules , new MTX files for Int and Nat, updated GP MTX , updated autograss texture
* Loire: New texture maps, further details added to outer terrain and added latest assets from Tomas, add textures for mmarena
* Azure Coast: Further barriers, railings, arrow signs, power boxes, and vendors, fixing LOD distances on Dynamic Azure Circuit assets
Vehicles:
* Sauber C9: Adjusted cockpit exposure
* Mercedes 300SEL: Added works liveries + names

Known issues:
– Azure Coast (Full/FullRev/Stage1): CTD happens when reaching the end of the track
– Derby Park/Harrison Pikes: Strange artifacts in 3 sections of the track

x64 Known issues:
– Cant change tires in any car (using car setup)
– Loire keeps crashing (National works fine), weather/time related, haven’t found the right combination of settings yet

Build 656 (05/02/14, Team Member+) – 317.4 MB
Next-Gen:
* PS4 support for multiple MRT formats.
* PS4 now uses common shared constant buffers.
* PS4 SCE titleId implemented
* Xbox One: Added TimeTrialTime event, modified Xbox One service config workbook for adding match hoppers for matchmaking.
Render:
* XB1 DX11 Monolithic pre-allocation of command buffers + update swap chain creation etc. to newer DX interfaces
* Updated to reference lighting shader parameters by unique names.
Career:
* Fixing min number of participants.
* The Driver Standings in the Dashboard screen is now generated from the event the player last played in, using a temporary ScoreTable. Also made sure SetCurrentChampionshipType was called as early as the dashboard so extracting the scores would work.
* Last played career event is now saved in CareerSave, so Standings can be generated using the current series
* Can now get a Championship directly from its tHash
Pitstop:
* Duplicate leaving garage with pit logic
* GT Pitstop mechanics animation updates + bav + asq
AI/Physics:
* Added stamped replay time so that replay doesn’t affect stamped simulation time.
* Updated physics participant manager to remember whether replay is active.
* AI control in pit lane for all competitors
* Advanced tuning now available in game from the garage.
* New damage mode (Performance Impact)
* Ariel Atom V8: Added proper amount of engine braking per feedback on the CPFT thread. One note. I didn’t find it affected the brake balance enough to change anything there.
Multiplayer:
* Adding an option to multiplayer settings so you can add AI participants to a MP race.
* Adding AI support to multiplayer games in Aries
Vehicles:
* Sauber C9: Added rake to the placeholder physics, placeholder collision data updated with better shapes and joints for doors, LODX chassis modeled, cockpit modeled, placeholder LODs updated, collision meshes and joints added
* Caper: Added window net animations
* Ginetta G55 GT3: Added liveries, UV mapped CPIT display, LODX meshes, added ULTRA support, Added cockpit display
* Mercedes SLS GT3: Livery12 fixes
* Caterham Classic: Reworked AO on new parts
Tracks:
* Additional white and black tyrewall instances added to pool
* Loire: Further details added to outer terrain and added latest assets from Jan and Tomas, new texture maps, alpha added, 1st commit
* Azure Coast Full, Stage 3, Westboubd: Fixed raceline in the grass a a few spots on each track, new Azure Coast dynamic objects

IMPORTANT NOTE: New “Perfomance Impacting” damage mode added. Profiles currently set to full will now become “Performance Impacting” – you will need to update your settings if you require “Full” damage mode.

Known issues:
– Azure Coast (Full/FullRev/Stage1): CTD happens when reaching the end of the track
– Derby Park/Harrison Pikes: Strange artifacts in 3 sections of the track
– When using the in-game car setup the value will be at minimum, you need to press reset first and only then change them.
– Pitbox isn’t currently working more than once, after that it will get stuck in pitbox

Build 655 (04/02/14, Team Member+) – 354.7 MB
Render:
* DX11/WiiU: Support for per MRT pixel formats
* Adding Transmissive texture mapping to particles.
* Better tranmissive lighing setup.
* More updates for forward lighting
GUI:
* Placeholder images for Career Dashboard news stories
* Crashes and Disqualification news stories added to TextDB.
* Add “Performance Impacting” text ready for new damage option.
* First news stories have been entered into the Text Database covering Timings and Results. Crashes and Disqualifications still to come 🙂
Replay:
* New real world style set for Badenring GP – Take 1
Pitbox:
* Racing flags wrap around fix
* Added default to target check in Detect_RaiseFlag
AI/Physics:
* Added missing reset of simulation substep time on simulation end.
* Removed deprecated check whether internal physics time has been set.
* Removed deprecated check for amount of time passed since last update of internal physics time.
* Removed remnants of unused app time offset.
* Added pre race revving for AI
* Control for auto-gearbox players not given until reaction to start countdown complete
* Pre-race manual control is able to change gears and control vehicle
* Use Sector instead of SectorID for GetSectorStatus calls
Tracks:
* California Highway: Fixed shadow issues in first sector of the track and darkened the tunnels a bit. Need proper lightmaps though still.
* Bathurst: More ground grass soil blends added, fixes of csm-barries, added new texturemaps with fixed mipmaps
Vehicles:
* Mercedes SLS GT3: Liveries, part5
* Pagani Zonda Cinque: Cockpit changes after feedback. Different stitching color. Glossier black metal parts. Roadster logos instead of Zonda. Two different carbon fiber materials in the cockpit
Alert: The starts are now player dependant, so you can do a false start in a race and get no penalty, instead the lap wont be validated.

Known issues:
– Azure Coast (Full/FullRev/Stage1): CTD happens when reaching the end of the track
– Derby Park: Strange artifacts in 3 sections of the track

Build 654 (03/02/14, Team Member+) – 295.5 MB
x64:
* x64: Set default floating point model to ‘fast’ in x64 Release and Gold props
* x64: Set default instruction set to SSE2 in x64 Release and Gold props
* x64: Disabled optimisations when compiling Wheel::CalculateTrackDistance due to x64 compiler crash
Render:
* Enable Fast GPU kick offs in non Monolithic XB1/DX11. fix for Monolithic lock issue
Penalties:
* Racing flags updates: Racing flags adds track position scalar (from PaulH), send yellow and green flag events to physics, processing of flag events in trackStatus, accessors to flag events in trackStatus
Pitbox:
* Partial fix for “Oil Warning”. Added “PIT IN” text to the placeholder scheduled pit icon
Multiplayer:
* Fix for MP race running wrong race mode + logging to trap future issues
Physics:
* Tires: Longitudinal no-grip fix. FA r4
* Tires: R6 and r7 FC ; fixed the non-FP tire pressure issue
* Updated computation of vehicle metrics timestamp, to include time covered by latest simulation substep.
* Updated physics replay system to not attempt recording of vehicles while replay is in progress.
* Updated vehicle reset signal timeout to be driven by simulation time.
* Elapsed simulation time is no longer affected by replay.
* Updated computation of elapsed simulation time to avoid accumulation of floating point precision errors.
* Removed unused simulation time accumulator.
Tracks:
* New trackside vehicles: Viewer instanced assets (exports and art source files)
* Loire: Further works on outer terrain, added latest assets from Jan and Tomas, closed gaps in terrain. baked broad map, added sideroads and tinted grass, fixed intersecting trees, new texture maps, 1st commit
* Brands Hatch GP: Fix of floating trees, 3D trees added

Known issues:
– Azure Coast (Full/FullRev/Stage1): CTD happens when reaching the end of the track
– Derby Park: Strange artifacts in 3 sections of the track

Build 653 (31/01/14, Team Member+) – 410.6 MB
Next-Gen:
* XBox One: Minor fix for non Monolithic DX11 Renderer
Render:
* DX11: Enable vertex declaration optimisation (fixed up another case of CVertexDecl::Apply failing)
* Added modified overlay shader with extra mapping channels so that normal map and specular channels can be separately mapped, and distance based offset to minimise Z fighting
Cameras:
* Replay Cameras: New real-world-style set for Anhalt – first pass.
GUI:
* Fixing linkage removed between Race Weekend and MP for the variables Practice 1 duration, Practice 2 duration, Qualify duration and Warmup duration.
Multiplayer:
* Fix for multi session races not spawning player in correct location and extra logging to help track future issues
Career:
* Changed Career session skipping to handle checking backwards into previous rounds instead of just within the existing round
Physics:
* New gearbox code, gearbox changes 1b
* Vehicles: Added data for new adjustable traction control system and gearbox features
Tracks:
* Brands Hatch: Add some tirewalls, updated the Grass Exclusion in both versions
* Moravia: Materials overhaul, roads, kerbs, armco, grass, fences, terrain broad map. CSM updated, added 3D tyrestacks, static, instances, crowds updated to new art updated, groundcover foliage updated
* Bathurst: Groundcover texture map tweak, updates on groundgrass (WIP) and some tweaks on road, eucalyptus foliage replaced with animated one (wip), added basic3dfoil version instances to the pool
* Anhalt: Fixed collision issue with the red white kerbs on the first turn and the mc donalds chicane by cutting them properly into the underlaying meshes, Optimized AIW for AI behaviour. Mostly corridor funneling with some slight line changes
Vehicles:
* Formula C: Wheels dds texture; color nut updated with red color, added new liveries (setup + names), silver rims wheels dds textures, black/red stripe wheels dds texture, wheels dds texture; color nut updated with red color – initial checkin’s
* Pagani Zonda R: Added damage

Known issues:
– Azure Coast (Full/FullRev/Stage1): CTD happens when reaching the end of the track
– Derby Park: Strange artifacts in 3 sections of the track

Important fixes:
– Multiplayer should be back to normal after a profile deletion. Keep your eyes open for any further issues involving the qualifying option being enabled in MP.

Build 652 (30/01/14, Team Member+) – 151.3 MB
Next-Gen:
* PS4 updates for common constant buffers.
* Xbox One: Enabled rendertarget sharing on env-maps
* Xbox One: Add support for shared ESRAM render-targets
Render:
* DX11 fix for broken ground-cover (disable compression on groundcover mesh)
* Updates for common constant buffers.
Career:
* Continued work with a now streamlined online request system for the leaderboards.
* Career qualifying sessions now set their duration properly
Multiplayer:
* Fixes for going back to the garage in qualify and practice to be compatible with MP modes and not based on the paused game state.
Pitstops:
* Fix for pit crew animation load fail
* Further Pit Engineer improvements
GUI:
* Fix for missing post race screens in practice mode
Physics:
* Ginetta G55 GT3: New TC system data, revised ABS and brake heating/cooling, finished aero model, tweaked up suspension and made a new default setup.
* Ford Mustang Boss 302R: added data for new TC system, adjusted ABS and brake heating/cooling, tire contact patch sizing and default setup
Tracks:
* Loire 24: New texture maps, add textures for pit lights gate B and for pit exit gantry, 1st commit
* Loire National: New AIW for the changes to the layout around the virage garage vert area. Complete, but not optimized.
* Brands Hatch: Cones position changes
Vehicles:
* Formula C: Updated logos branding
* Pagani Huayra: Added damage

Known issues:
– Azure Coast (Full/FullRev/Stage1): CTD happens when reaching the end of the track
– Derby Park: Strange artifacts in 3 sections of the track
– Multiplayer: We have found a way to replicate the results you have been having with the pitbox spawn bug.
Test this please: Ensure no one in your lobby have Qualifying enabled in both SP and MP(Lobby), Clean profiles, report results @ MP Feedback Thread

Build 651 (29/01/14, Team Member+) – 160.2 MB
Online:
* Bumped MP protocol version.
Career:
* Moved session eligibility checking when launching a race out to common functionality, then simplified and expanded it so that eligibility can be tested using the same pathway. With that change, career calendar events are now coloured red, and enter event button is disabled if player doesn’t meet the event+car eligibility checks.
* Changed test career data to proper round/session format to make sure highlighting shows up correctly
Render:
* Fix for mismatch with lighting params for dx9 forward shader specialisations
* PC/XB1/WiiU render directly to Environment map faces, without requiring a target copy.
* New system allows 1 directional light and up to 8 dynamic lights in the forward renderer (before this was only 1 directional lights)
* Removed code defining Spot , point and spot projected lights and replaced with new dynamic light spec. This allows us to be able to have better selection of lights overall.
* DX11 bug-fix for RenderTarget clear on individual cubemap faces.
Pit-Stop:
* Fix for assert in pitmanager when restarting race
* Pitstop mechanics animation update
Tracks:
* Brands Hatch: Added distance marks
Audio:
* New Ford Focus RS incar, exhaust ratio up (more instance), exhaust volume down, gear wobble now in all gear shifts, tyre/surface tweaks & this car now uses the complex wind model. Also, many tweaks to the asphalt surface sounds including better low to moderate speed transitions.
Physics:
* GT3/4 Cars: Small tweaks to tire contact patch sizing, added data for new traction control tech
* Ariel Atom V8, Caterham R500: Updated flexi tire per the feedback in the CPFT thread. Basicly a stiffer tire with better turn in, while attempting to reatin good slidabilty. Adjust the heating down some in addition to naturally less heat from the less flexible carcass.
Vehicles:
* Ginetta G55 GT3: Added wheel and tire LODs
* Pagani Zonda Cinque: LODX cockpit polished, mapped and textured, cockpit2 DDS texture, all new texture, steering wheel DDS texture, all new texture to replace placeholder one.

Known issues:
– Azure Coast (Full/FullRev/Stage1): CTD happens when reaching the end of the track
– Derby Park: Strange artifacts in 3 sections of the track

Build 650 (28/01/14, Team Member+) – 104.7 MB
Next-Gen:
* Fixed issue with PS4 build
Render:
* DX11 Mesh Vertex Attribute compression, meshes smaller than 3.5m from their centre are compressed to 16bit float positions, texture UVs are compressed from 32bit float to 16bit float, normals are compressed from 32bit float to 16bit signed normalized integers. Enabled only on non-vehicle meshes.
TweakIT:
* Added switches to allow switching one car for another in a replay, to simplify things for art department when using a replay for capturing marketing videos etc
Career:
* Championships: Formula C British Series – pre-alpa – session duration shortened to assist testing.
GUI:
* Added missing interface files
* Renault logo 128×128
Pit Engineer:
* Pit Engineer improvements
Pit-Stop:
* Pitstop prototype sequence
Physics:
* Mercedes SLS GT3: Finished aero model, various other physics/handling developments
Vehicles:
* Renault Megane RS: Added normal mapping to placeholder licence plates, fixed brake disc mapping
Tracks:
* Loire: Tweaked textures, new texture maps, add textures pit entryexit gates and startlights A (small version), 1st commit
* Dubai Kartdrome: New complete AIW. Setup for 22 karts. Working raceline, corridors, pits and garage spots. Updated TRD accordingly too.
* Azure Coast (Full/FullRev/Stage1): Added alternative route/new loft/new tunnel, fixed terrain, fixed csm-csmgrass-csm wall-update VT stuff, replaced some lower quality assets around s1 where needed

Known issues:
– Azure Coast (Full/FullRev/Stage1): CTD happens when reaching the end of the track
– Derby Park: Strange artifacts in 3 sections of the track
Important fixes:
– McLaren F1 and GT40 back in action

[/EXPAND]

Project CARS (Community Assisted Racing Simulator) is a racing simulation video game in development by Slightly Mad Studios. It is scheduled to be released for Microsoft Windows, Wii U, PlayStation 3 and Xbox 360 during 2014. Project Cars is being considered for a PlayStation 4 and Xbox One release sometime after the initial release on current generation systems if Slightly Mad Studios gets additional funding from the community.

Funding for the game is raised by the community and the developers themselves, without the financial aid of a traditional publisher. Through the purchase of Tool Packs players can contribute to development in roles including content creation, QA, and marketing media. Members gain special perks, depending on their purchased tool pack.

 

Official Webpage – http://www.wmdportal.com