Archive for June, 2015

pCARS logo 1Performance Improvements
* PC – up to 5% frame rate improvement when using Ultra settings
* XB1 – up to 17% frame rate improvement in extreme conditions

Online & Community Events
* Multiplayer search filter ‘Skill’ now finds games based upon certain lobby game configuration criteria. For example, “Pro” setting now searches for Full Damage, Auto-start Engine, Forced Cockpit, Mechanical Failure, and so forth.
* Community events page – when an event cannot be entered, it will now display the reason why: ‘Coming Soon’ along with a countdown, or ‘Expired’.
* Online – Ensure that vehicle light repairs are synchronized in MP races so that repaired headlights are visible by other racers.
* Xbox One – fix attempt for a hard-to-reproduce issue where the game would at times freeze or crash when 8 or more players joined a session all at once.
* Xbox One – fixed an issue that at times would prevent a player from establishing full connectivity when leaving a lobby and trying to reconnect to it.
* PS4 – fixed an issue where, after the PS4 resumes from Rest Mode, no network features can be used.

Controls – All platforms
* Adjustments made to the gears system, to prevent gears being skipped under certain conditions. This addresses an issue where gears would at times jump straight down to 1st, potentially causing engine blowouts.
* Steering wheels – reduced the centering rate of the steering spring. This improves the feel of steering wheels at very low speeds.
* Added support for the use of all active controllers for menu input. You can for example now use a steering wheel to race, and a gamepad to control the menus and photo mode.
* Gear shifters – when using an H-shifter on a car that has a sequential gearbox, the gearbox will now switch through the gears until the gear selected on the H-shifter is reached.
* Fixed an issue in Force Feedback calibration that would prevent a player from setting “Soft Clipping (Half Input)” back to 0 after modifying it from the original value.

Controls – PS4
* Thrustmaster T100 Force Feedback improvements.
* Fixed the Force Feedback dynamics for wheels with physical steering locks which were less than the steering lock of the vehicle in-game. This fixes the Force Feedback on the Thrustmaster T100 and similar wheels.
* Added a Motion Sensor controller profile.
* Fixed a crash issue when disconnecting and reconnecting Fanatec wheels.
* Enable support for USB keyboards to be used for in-game controls.

Controls – Xbox One
* Built in protection to prevent unsupported controller devices from crashing the game.
* Gear shifters – fixed an issue that prevented the selection of neutral when using an H-gate shifter add-on with a car that has an H-gate shifter in-game.
* Implemented accelerator vibration on the gamepad right trigger to indicate when and how much the tyres slip under acceleration.
* Madcatz wheel – fixed an issue where the switch on the wheel to change between 270 to 900 degree mode stopped functioning.

Physics & AI
* Slowed down the AI opponents in the rain when using racing tyres, to make racing against them better balanced.
* Adjusted the AI tyre wear rate to better match the player’s tyre wear rate.
* Adjusted wear of Slicks and Rain tires to more realistic levels where needed. Typically GT/LMP/Formula cars will get slightly more than a full fuel load on soft or default slicks (depending on fuel load amounts).
* Adjusted the heating of slicks and rain tyres to more realistic levels.
* Adjusted tyre temperature sensitivity on several cars.
* Adjusted rain tyres to generally be more sensitive to overheating, and less efficient in the dry.
* Improvements to AI navigation to lessen collisions during cramped race starts, improve detection of other cars during cornering, and improve clean overtaking
* Improved the AI pitting logic during practice and qualifying so that the AI cars run more realistic stints before pitting.
* Reworked the AI’s fuelling logic during qualifying sessions where no refuelling is allowed, so that they don’t always fill up the fuel tanks and negatively impact their qualifying ability. The AI will now deliver far more competitive lap times during qualifying.
* Fixed an issue where the AI would set impossible lap times during races with pit stops.
* The AI will now pit as soon as possible when low on fuel to prevent them running out of fuel and retiring from the race.
* Reduced the effect of damage to the car’s cooling system when suffering aero damage. This prevents engines from overheating and blowing at an unrealistic rate.
* Fixed an issue that prevented bump starts from working properly on some cars. An example case – with gears and clutch set to manual, take an Ariel Atom out on Brands Hatch. At the first right hander, stall the car, ignition on, 2nd gear, roll down the hill up to about 15kph and drop the clutch. The car will now bump start. Exact conditions for a successful bump start will vary slightly by car.
* Fixed an issue where at times some AI drivers in a race would use much higher skill levels than the rest of the field.
* Fixed an issue that prevented the AI from pitting within the final 3 laps of a race
* Further tweaked the AI ability in wet races to more closely match the player car’s ability in the wet
* Improved the AI’s efficiency in pit timing when needing to change tyres due to weather conditions.

Pitting, tuning, setups
* Fixed an issue where wet tyres were fitted too long before the rain starts, causing excessive overheating and wear on the tyres.
* Fixed an issue where, when running low on fuel, the Pit Board would appear to tell the player to do a scheduled pit stop when the player did not schedule a pit stop.
* Fixed an issue where flat tyres were fitted to the car during a pit stop, by ensuring that the tyres are correctly inflated.
* Fixed an issue where the car’s bump-stop value decreased after leaving a race session and joining it again.
* Reworked the brake bias display information so that changing the values is more intuitive.

* Performance optimisation pass done on: Brands Hatch layouts, Cadwell layouts, Oulton Park layouts, Bathurst, Azure circuit, and Zolder. This helps improve the overall smoothness when racing on these tracks with large grids of cars.
* Track cutting tolerances reduced on all tracks where it was too forgiving.
* Fixed an issue where a pit crew character would at times appear floating above the race track on various tracks.
* Silverstone Stowe – fixed render issues on some tyre stacks, and addressed an issue with cars driving through certain objects.
* Road America – fixed an issue where a line of grass line appeared in the air near a concrete barrier.
* Spa Francorchamps – fixed an issue where cars under AI control would bump into the pit wall when exiting the pit lane. Fixed an issue where the AI were running too wide over the exit curb at the Bus Stop Chicane.
* Brno – fixed an issue where cars would at times start in the same grid positions, fixed garage six to prevent the AI from getting stuck on the right side wall when exiting the garage spot, fixed an issue when running more than 20 cars in a race would cause the car in 21st to slide into the pits.
* Le Mans – fixed an issue that would at times cause the car to crash while in the pit lane, leading to a disqualification. Improved the AI race line for better speed, and improved the AI behaviour on curbs.
* Laguna Seca – improved the AI performance as they were running too slow in some sections.
* Imola – Improved the pit lane AI navigation, and fixed an issue with a section of the fence at the pit entrance that appear to float.
* Bathurst – fixed a render issue with shimmering edges in parts of the track.

* Added a new RUF RGT8 GT3 contract to ensure that the player can enter the RUF GT3 series on contract renewal and not just when starting a new career.
* Fixed the unlock details for the Supercar Ardennes Club Day Invitational.
* Fixed an issue where skipping the session during a race caused the player to move up in the session results.

* Group 5 cars – adjusted the gearshift timing tolerances to fix an issue with the gearing when pausing and restarting a session.
* Gumpert Apollo – fixed an issue with the livery sets that caused the livery selection to display wrong liveries.
* Aston Martin Vantage GT3 – tuned engine lifetime and brake cooling parameters for better accuracy.
* Lotus 98T – tweaked turbo to improve AI estimation of top speed.
* McLaren F1 GTR – modified the default setup and reduced front bump steer to improve straight line stability, fixed an issue to ensure that the car’s specific HUD motec display is used
* McLaren F1 – Fixed an issue that caused the car to use the wrong default tyre compound.
* Ford GT40 MK4 – Reworked in several areas to improve handling and match the real car closer – Bump stops settings exposed in setup with better tuned setup defaults, increased wrap around stiffness of the tire carcass, rebalanced base vs tear grip, rebalanced player vs AI rain performance against the AI.
* All Formula vehicles – Stop brake light reflections appearing on cars that don’t have brake lights.

* Fixed an issue where the player position would at times change to last when player crosses the starting line during rolling starts.
* Fixed an issue that could cause the game to crash when selecting the ‘Edit Tuning Setup’ option in the ‘PIT BOX’ screen.
* Fixed an issue that could cause the game to crash while watching a saved replay.
* Driver Network Profile – fixed an issue where entering Free Practice mode would count toward Races Entered.
* PS4 – fixed an issue that required the game to first restart after installing an in-game DLC before the DLC would be available for use.
* Audio – rebalanced the volume of skid sounds to make them a bit more audible.
* PC, Oculus Rift – added Oculus SDK support, enabled positional tracking in non-helmet player camera views, implemented initial menus and HUD support, auto reset player view position at the start of a race, and disabled all non-VR-friendly scripted pre-race camera sequences.
* PC, D-BOX – fixed an issue that caused cars to lose power when playing with D-BOX connected.
* Updated the achievement “I am the 5%” to ensure that it can be achieved in non-Pro-modes as well.
* Fixed a game crash issue caused by an overflow of the email inbox when the player received above a certain amount of invitational emails.
* GUI – fixed an issue where the controls configuration arrows in Options would not respond correctly to mouse input when attempting fine adjustment.


We’ve been watching the community since our last announcement, and we’re really pleased to see so much discussion around our recent announcement of TS2016. We’ve also seen some really interesting ideas appearing, a few of which have caused a little confusion across the community. In order to help the ongoing dialogue, we thought we would compile our top 10 ‘myth-busting’ facts:


ED: We would love you to buy every version of Train Simulator! However, as always, there’s no obligation for you to buy TS2016 – but you’ll be missing out on some really great content and features!


ED: This couldn’t be further from the truth, we DO care. We wouldn’t be here without you! We’re always striving to do things better and sometimes there are good reasons why we are unable to take every piece of feedback on board, but rest assured, we do read your comments and take copious notes.


ED: Not at all. All of our locos and routes will work automatically in TS2016 in the same way they have always done.


ED: We’re really excited about the UE4®, next generation Train Simulator, but we’re also just as excited about TS2016. In fact we have a long term plan to make sure we continue to bring great content to everyone for the foreseeable future. We’re sure you’re going to love what we have planned!


ED: Not at all! Our Partner Team is standing by to talk to you when you’re ready to release your content. No matter how much time you’ve spent, it will never be wasted – we’ll give you as much, or as little, help as you feel you need to make sure you can release your content on Steam with the minimum of fuss. Why not drop our Partner Team an email at


ED: TS2016 will be the biggest Train Simulator ever and will include new features and game modes as well as a host of exclusive content you won’t be able to get anywhere else. Also, over the last few months we’ve been delivering updates and fixes to you so that we don’t have to wait for the next Train Simulator release to give them to you. We’ll continue to keep you posted on Train Simulator Patches as they happen, here on Engine Driver.


ED: In TS2016 we’ll be including some really interesting new features, game modes and exclusive content for you to enjoy. You’ll need to buy TS2016 to get access to all of this however. We’ll be revealing the exclusive new content to feature in TS2016 over the next few weeks. We’re certain you’ll love what we have in store for you!


ED: We’re still working really hard on making the next generation, UE4®-based, Train Simulator as exciting as possible. But it’s not ready yet. Don’t worry though, we’ll be sharing the journey with you right here on Engine Driver. All of this means that TS2016 will be based on the same technology as Train Simulator 2015.


ED: We’re committed to making sure that whichever version of Train Simulator you own, we’ll continue to address known issues, for as long as it makes sense.


ED: Don’t worry, all of your DLC will still work in TS2016!

We hope you’ll like what we have in store for TS2016. Our development team are certainly having fun building and playing it… We hope to have much more information soon, so please keep a look out here on Engine Driver – First for all your Train Simulator News.

– See more at:

DiRT Rally logo

Month three of DiRT Rally and our next big update is now live. Version v.0.5 – more commonly known as the Tarmac Terrors update – has now been added to DiRT Rally; it’s fast paced, technical and is going to require all your focus. Here’s the full run down of what you can expect in this month’s update.


12 new rally stages based at Baumholder in Germany
Owners Club Online Events – A second DiRT Daily where you compete in your own car
A second weekly event where we’ll be experimenting and throwing new challenges at you
5 new rally cars featuring new Group B RWD & Kit Car Classes
Opel Kadett GT/E 16v
Opel Manta 400
Lancia 037 Evo 2
Seat Ibiza Kitcar
Peugeot 306 Maxi
New calibration and options screens in “Advanced Wheel Settings” (added in v.0.4.5)


Alongside all of our new features we’ve been hard at work tracking cleaning those annoying bugs of the front of the bumper, here’s the full list of what we’ve fixed in this latest version:

Error 41 – Fixed instances of the game not booting when there is less than 2GB of free space on C:\ drive. This was one of the causes of the dreaded error 41.
Achievement – “Going up in the world” will now pop if you had previously purchased a Hillclimb car but not received the achievement.
Stability – Driving the Peugeot 405 T16 would sometimes cause stability issues, we’ve fixed those now.
Graphics – Quite a few changes for users running Nvidia SLI. That weird black and orange screen bug is fixed and we’ve solved the graphical corruption when using SLI and anti-aliasing on high/ultra graphical presets.
Audio – The engine audio level in cockpit view can now be properly controlled by the slider.
Gameplay – The reset button should appear sooner during those awkward moments when you beach your car at the side of the road. Though we advise not beaching your car.
Gameplay – Sometimes you could rev the engine so hard on the Audi Sport Quattro the “Recover vehicle” prompt would pop up, it won’t do that anymore.
Gameplay – We’ve planted some trees and shrubs in areas of Greece and Wales where we spotted that some of you were taking shortcuts. Taking some cuts in rally is cool but these cuts were definitely not cool.
Gameplay – Fixed a loophole which would let you continually repair your car in Online Hillclimb events.
Gameplay – Online Hillclimb events will now factor in slower times from Run 2 and they won’t overwrite faster times from Run 1.
Message box – Stopped the Promotion message box from incorrectly displaying when you have completed the Masters Championship and finished in the top 3 positions.
Save – Your advanced set ups should now save as expected
Oculus – Sometimes the background on the main menu would vanish, we’ve fixed that now.
Online Events – You’ll now be disqualified if you don’t start moving within a minute
Leagues – Made the text on the league screens easier to read on lower resolutions.
Audio – Pre-update your co-driver may have become a little disinterested if you left the centre of the track from time to time, we’ve spoken to him about his attitude.
Audio – Ever had two sets of music play over a replay? That’s not a remix version and it should stop happening from now on.
Controller Fix – Fixed an issue which meant players couldn’t change the stage conditions when using the Microsoft Sidewinder Wheel.

For now enjoy your 12 new stages and some of the most challenging roads to hit DiRT Rally.



Main changelog for v1.35:
Added Opala Stock Cars 1986 series;
Added Jacarepagua Historic;
Added Spielberg Vintage layout (no chicane).
Features & fixes:
Kansai Texture Mipmapping Optimizations & Fixes;
Jacarepagua Historic Loading Screens
Fixed Salvador AI Pit Entry;
Fixed Superkart loading error when using lower graphics settings;
Fixed missing Superkart parts when using TV cockpit cam.
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Simracing Bonanza logoA new sim! Can you tell us all about it?

Unfortunately not yet – in fact development & raising funds for the new game is not supposed to be the focus of this campaign. We are however opting to present some preliminary information here (as well as offering the chance for people to get onboard) for 3 main reasons:

  1. Our cumulative development approach means there is substantial overlap in the development of the current titles moving on to the next;
  2. We want to give our long time supporters who already own one or both current games a valuable incentive for their eventual contribution;
  3. We believe increasing access & interaction with the community at this stage will have a positive effect in our decisions for the next project.

To ensure this is not a complete leap in the dark, below are some of the main  points  already stablished for our next project:

  • PC Racing Simulator on Steam, to be developed, expanded & supported for years after initial release;
  • Integrates all our licenses & assets (present & future) into the same platform with free core updates  + paid DLC packages;
  • Release price estimated at US$ 39,99 (base package, not including DLCs);
  • Initial release planned for Q4 2016;
  • Includes majority of the content base in current sims + expands substantially on official licensed content & international tracks;
  • DX12 graphics engine;
  • Extensive audio & physics developments;
  • Dynamic weather & track conditions.



  • Graphics & audio enhancements;
  • Physics developments to include tire damage, realistic drivetrain modelling, enhanced FFB;
  • New hi-res UI design + HUD system customized for each car type;
  • Support for long distance races;
  • Automatic steering ratio adjustment + Support for more controller inputs & newer hardware;
  • Custom championship tool so users can build their own seasons for offline racing.

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Official Multiplayer Structure

  • 4 dedicated servers running 24/7 under a defined scheduled featuring all our series, aiming to provide a go-to place for public multiplayer racing;
  • A Hotlap ranking fed from the servers;
  • Seasonal prize-giving official competitions.



Following Project CARS’ smashing success around the globe, Slightly Mad Studios are proud to announce the second title to be funded & developed by their innovative World of Mass Development portal: Project CARS 2.

World of Mass Development once again allows gamers around the world to help shape & develop an AAA racing title, giving every interested gamer the chance to follow the development process from up close by getting access to regular development builds and vote on key decisions regarding the title’s development.

Everyone’s invited to join the Project CARS 2 development process by choosing one of our five membership tiers – More details are available on the Project CARS 2 project page.


Following Project CARS’ smashing success around the globe, Slightly Mad Studios are proud to announce the second title to be funded & developed by their innovative World of Mass Development portal: Project CARS 2.

World of Mass Development once again allows gamers around the world to help shape & develop an AAA racing title, giving every interested gamer the chance to follow the development process from up close by getting access to regular development builds and vote on key decisions regarding the title’s development.

Everyone’s invited to join the Project CARS 2 development process by choosing one of our five membership tiers – More details are available on the Project CARS 2 project page.

The Project CARS 2 Vision


  • THE LARGEST TRACK ROSTER EVER – 50 unique locations and 200+ courses including ‘loose surface racing’ on dirt, gravel, mud, and snow. All will have dynamic time of day and weather allowing you to play anytime, anywhere
  • THE WIDEST VARIETY OF MOTORSPORTS with 8 different disciplines now including Rallycross, Hillclimbs, and Touge. 200+ cars from over 40 different vehicle classes including never-before-seen Concepts and Banned Race Cars
  • CO-OP CAREER – Play as the Teammate Driver, Spotter, Driver Swap, or Co-Pilot. More choices, more opportunities, more strategy, greater risks and greater rewards
  • SEAMLESSLY CONNECTED – Socialize and compete via Online Track Days, have players from around the world take the place of AI-controlled drivers in your solo play, and get news updates on the Driver Network around you
  • PRO ESPORTS RACING – Skill & Behavioural-based matchmaking, create your own Online Racing Leagues, and Live Broadcast and Spectator functionality
  • YOUR HOME FOR RACING – Your own personal, customisable Test Track to tune and test your cars. Invite others to showcase your passion for racing and learn race craft and engineering with the Project CARS Academy

Project CARS 2 will be released for the PC, Sony’s Playstation 4, Microsoft’s Xbox One and Steam OS.

What are you waiting for? Become a member today and jump into the forums to be part of the ongoing virtual racing revolution that is Project CARS!


headerშეძენა STEAM ზე

Feature overview

  • Authentic reproduction of Chicago bus lines 124 and 130
  • Two buses (40-feet and 60-feet articulated) with Diesel and hybrid drive
  • Original sounds, paintworks and all realistic operation controls
  • 9 miles bus routes with 60 stops, 11 miles additional roadway
  • Buses and trains operate all authentic surrounding routes
  • Numerous sights and free-roam roads
  • Detailed accessible depot garage in the west suburbs
  • Travel towards downtown on the interstate highway
  • 17 new AI vehicles plus ships and trains
  • Random events challenging the bus driver: drawbridges, stopping delivery vans and garbage trucks
  • US-American passenger voices with new activities (farecard scan, missed stop complaint)
  • New farecard and roster system
  • Authentic station announcements and time schedules

მომდევნო ადონი Berlin X10 რელიზი იგეგმება ამ წლის აგვისტოში


DiRT Rally logoGreat news everyone! DiRT Rally’s FFB update is almost ready to go live but before we do that we wanted to drop the full details on what it is we’ve changed so that it has a little time to sink in.

Improved Force Feedback

There are two main parts to the FFB update, this first should be instantly noticeable the second you hit the stage. You’ll now find that the Force Feedback coming through your wheel now feels much more intuitive, the car will now feel much more connected to the road and the forces acting against you will help you get a better idea of what the car is doing. Hopefully all these changes will allow you to drive quicker and make you feel like you are more in control.

To take advantage of our new force feedback you don’t need to do anything other than download the latest patch and play the game.

The other main part of the patch is our new advanced wheel options screens.

Now if you’re more accustomed to the older DiRT games and was perhaps OK with how our force feedback was you won’t really need to worry about any of this. To you we’re recommending that you leave your set up as it is for now, you shouldn’t need to change anything but if you were previously running 270 degrees of rotation on your wheel you may find it really snappy and 540 may suit you better.

For the Full Guide

Annoyingly the full guide won’t copy into steam so for all the full details visit the website

pCARS logo 1

Slightly Mad Studios have released the first major content pack for Project CARS as the Racing Icons Car Pack is now available.

The car pack introduces a prestigious new license to the WMD-powered title, adding two successful Bentley race cars to the simulation, including the 2003 Le Mans-winning EXP Speed 8 as well as the Bentley Continental GT GT3 to further flesh out Project CARS’ highly-popular GT3 class.

Furthermore, the pack also introduces three other sports car racing legends, giving players access to the 1999 Le Mans-winning BMW LMR V12 prototype, Mercedes-Benz CLK LM as well as the iconic Longtail racing version of McLaren’s V12-powered F1 GTR.

Included Cars:

  • 2003 Bentley EXP Speed 8
  • 2013 Bentley Continental GT GT3
  • 1999 BMW LMR V12
  • 1998 Mercedes-Benz CLK LM
  • 1997 Mclaren F1 GTR Longtail

The Racing Icons Car Pack is part of Project CARS “On Demand” initiative as Slightly Mad Studios vow to keep the recently-released title fresh with a comprehensive plan of monthly content packs that will add new cars, tracks and features to the game.

Aside from paid DLC content packs, Project CARS On Demand will also include freebie car additions to the best-selling title, the next free DLC car to join the Lykan Hypersport will be the 2014 Audi A1 Quattro Road Car.

The Racing Icons Car Pack is now available on Steam and across the console platforms, selling for 2.99€.


While we already knew quit a bit about iRacing’s Season 3 2015 build – new Aston Martin DBR9 GT1, Five Flags Speedway, new NASCAR 2015 Toyota Camry, the initial roll-out of physical based rendering, V6 tire model on 16 cars and updated sounds for the HPD, Skippy and Star Mazda –  the release notes still manage to sneak a few surprises in.  Here’s a few of the notable changes.

The update that will effect everyone in the service is iRacing’s new method of entering races.  Now when you register for a race you’ll be automatically placed in an open practice session.  Once the race begins you’ll be prompted with a button to join.  This new function is a bridge between where iRacing’s current UI is at and where it’s heading.  Keeping the player in the game reduces the load on the website, the number one culprit for iRacing down time (especially in big events).


Another universal update is the equations behind giving out championship points, reducing the points possible for small fields and high SR ones, eliminating some of the points collusion that occurs.

Logitech ARX is now supported, which should be welcomed site by those who love having a telemetry screen (like myself).

A countdown clock will now appear when a time penalty is issued for cutting the track, eliminating the question of whether you need to slow down even further.

On the physics side of the title, chassis torsion is now activated on a handful of cars, most notably the GT3 cars.

There are plenty of updates outside of these.  Check out the lengthy build notes below to see the rest of the updates.




gRally: developer update

Posted: 08/06/2015 in gRally
Tags: , ,

gRally logo Here are the new things:

About the monitor management: Single monitor unedited shot: singleTriple monitor with single rendering unedited shot: singleTriple monitor with separated rendering unedited shot: singleThis configuration is made by these settings:

  • distance: the distance between the eye and the front monitor.
  • width: the width of the monitor.
  • bezel: the size of the border between the center and the side monitors.
  • angle: angle between the center and the side monitors.