Posts Tagged ‘Project CARS’

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Hi all,

The PC version is about to go live on Steam, and with that, here are the full release notes. Enjoy

Project CARS – PC Patch 6.0 – Release notes

* NEW – Host kick function. The host of an online game can now select to immediately kick a player from the server. Kicked players will be auto-kicked if they attempt to rejoin the same multiplayer session.
* NEW – Mandatory pit stop option. The Lobby admin can opt to force a single pitstop during any race.
* NEW – Option to set race length by time (also available in Quick Race).
* NEW – ‘Allow Ghosted Vehicles’ option added so that the lobby admin can decide if he wants vehicles ghosted or not when they drive the wrong way.
* NEW – Dynamic race-end timer feature. In public races, the timer is 50% of the slowest moving car’s lap time. In private races, the timer is 75% of slowest moving car’s lap time.
* Fixed an exploit where a player could be awarded a win by jumping the start.
* Fixed an issue where, if the host is forcing realistic driving assists, the player wasn’t able to toggle the allowed assists on or off while in-race.
* Fixed a game crash issue if the client is kicked while typing in the chat box.
* Fixed an issue where, if Forced Default Setup is used, the pit crew would not change tyres until they’re completely worn. The tyres will now be changed when at least one tyre is worn down by 25% or more.

* Fixed a bug where drivers in a simulated series can all end up with ‘INVALID NAME!’
* Fixed a bug where AI opponents would attempt to use DLC cars that are not installed.
* The player will no longer be offered a contract renewal for a DLC contract, if they’ve since uninstalled that DLC.
* DLC Career contract emails earned while a DLC was installed, are no longer shown if DLC is then uninstalled.
* If the player’s current contract is a DLC contract and the player uninstalls this DLC, the career season using this DLC contract will finish for the player when entering Dashboard and they will have to pick from valid contract offers to continue (or reinstall the uninstalled DLC).
* Fixed an issue where the Modified Cars Pack and Limited Edition DLC Invitationals and Accolades were visible for players who do not own these DLC packs. Entering these invitational events would cause the player and AI to be in non-matching vehicles.
* Fixed an issue where at times the pit crew wouldn’t change the tyre set to the one selected in pit-strategy.

* Fixed an issue where remapping KERS would stop it working.
* Fixed an issue where changes made to Gamepad Advanced Options were not saved.
* Added Thrustmaster T150 support.

* Zolder – fixed a potential ‘landmine’ issue.
* Le Mans – adjusted the 55th garage spot to correct an issue where the cars would hit the pit wall on exiting this spot.
* Donington – all layouts – fixed an issue where cars would make contact with the left side wall when exiting some garages.
* Road America – pre-race camera tweaked to prevent the camera from clipping with the ground.
* Ruapuna Park – all layouts – fixed an issue with the last garage spot being outside garage area.
* Mojave – all layouts – fixed an issue with floating tyre skid marks, fixed an issue with rain being visible inside tunnels, and placed visible barriers in areas where the player is not allowed to drive.

* Bentley Continental GT3 – fixed DLC livery windscreen banners.
* Ruf CTR3 SMS-R – increased default tire pressure to work better with tire warmers.
* Toyota GT86 Rocket Bunny – fixed an issue with the windscreen banner.

Physics & AI
* AI – improved awareness and look-ahead to help with situations in multi-class races, where AI in a fast car would fail to avoid the player and AI in much slower cars.
* Tyre updates – fixed an issue on several tyres to prevent FFB buzz when tread becomes worn very thin, re-calibrated most tyres for a carcass heating fix when the tyres are underinflated, adjusted wear rates on GT3, Group C, Trans-Am/GTO, DTM, and LMP rubber.
* Implemented support to remove detached wheels from the track after a certain amount of time.

* Vehicle selection – manufacturer page now orders icons alphabetically.
* Improved the French translations for some of the items in the vehicle setup screens.
* Minor updates to Career Dashboard – motorsports & DN Profile buttons are now tiles consistent with other tabs, Inbox is now full screen with clearer indication of highlighted mail, and initial Accept Contract Offer screen now has improved layout and clearer indication of signature button.
* Improved Race Central screen – better balanced background image, removed gradient in top-right corner.
* Track layout map images are now displayed on the quick track selection screens.
* Fixed an issue where ‘Invert Camera Y Axis’ text was being displayed as ‘Automatic Clutch’.
* Updated the Xbox One controller image to the new Elite Controller.
* Fixed an issue where the UI stops responding on ghost selection when player enters the My Garage option.

* Fixed an issue during pit stops where the pit crew mistakes ratio was too high.
* Driver name tags above cars can now be turned on for replays.
* Entering the pits during a Time Trial will now invalidate that lap’s time.
* Improved Helmet view exposure for historic drivers.

Oculus Rift
This update is primarily to improve the HUD position/rotation/scaling editor and the custom VR settings system.
* All movement and rotation is now relative to the HUD’s local axis instead of world axis.
* The HUD controls are now all located on the numeric keypad. Toggling between position and rotation modes are done by pressing the NUM-0 key.
* HUD movement speeds are now reduced and we added controls for slow scale control. The movement speed will now also accelerate if you press and hold a key, limited to maximum 10x speed.
* The movement amount per click of the HUD editing controls for placement and rotation are now scaled when you scale the HUD size up or down. This helps a lot as it gives much finer controls when positioning/rotating while the HUD is scaled down.
* Changes to the HUD position/rotation/scale will now only be saved when you confirm to save the edited HUD settings; otherwise it restores the previous settings.

New and improved Oculus HUD movement keys layout

The HUD adjustment now runs in one of two modes – movement and rotation / scale. Num-Pad 0 toggles between these modes.

In movement mode the controls are as follows (numpad)
4 & 6: move left and right
1 & 3: move left and right slowly
8 & 2: move up and down
7 & 9: move up and down slowly
+ & -: move back and forth
/ & *: move back and forth slowly
5: resets position to the default

In rotation / scale mode the controls are as follows (numpad)
4 & 6: rotate left and right
8 & 2: rotate up and down
1 & 3: rotate anti-clockwise / clockwise
+ & -: scale the HUD bigger and smaller
/ & *: scale the HUD bigger and smaller slowly
5: resets rotation and scale to the default

Custom VR settings system
This file is located in your ‘My Documents\Project CARS’ folder, and is called ‘oculussettings.xml’
There are entries to control the position, rotation and scale for each of the following:
* HUD (HUDSettings)
* Main Menus (FrontEndSettings)
* In-game Menus (InGameSettings)
The format for each is identical and the data can be copied between them. While we currently only allow you to edit the HUD in-game using the system documented above, you can freely copy the saved values to the entries for the front-end and in-game menus settings, and these will then also appear at the repositioned placement/rotation/scale settings.
FYI – the rotation part is a quaternion, if anyone wants to try and make sense of it (the names are intuitive, offsetX offsetY, offsetZ, scale, and rotation[WXYZ]).
The other 3 entries are:
* FullScreen – sets the full screen mirror mode. Default is ‘true’. Set to ‘false’ to disable full screen mirror mode.
* HideCrowds – used to hide crowds (performance gain). Default is ‘true’. Set to ‘false’ to enable crowds again.
* LimitCars – not yet used, future addition

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* Enforce fixed (default) setups – fixed cases where enabling this would still allow players to use custom setups. Enabled the player’s custom controller settings to still be used when using fixed setups.
* Mojave layouts – fixed an issue where, if the host were disqualified, it would force end-of-race for everyone.
* Fixed an issue with tyre choices being ignored during pit stops.

Physics & AI
* Improved AI behaviour in pit lanes to further reduce cars hitting the pit walls when driving out of the garages.
* Fixed an issue where cars under AI control would struggle to drive correctly on tracks with high banking.
* Fixed an issue where some car parts that were dislodged during a collision would not be removed when the track is cleared.

* Fixed an issue where the maximum amount of contract and invitation emails could be exceeded with DLC installed, resulting in the player not being notified of newly unlocked contract offers and invitational events.

* Fixed a bug on the splash screen where the controller used to press the A Button to start was not selected as the current controller.
* Logitech G29/G920 – updated default controller map sets for the layouts to be consistent between wheels and across platforms.
* Logitech G920 – fixed an issue with the gearshift mapping.
* Removed default assignments for wipers and lights, as this was disabling the wipers/lights turning on automatically when it started raining or got dark.

* Nürburgring GP, Sprint, Sprint Short – fixed an issue that caused issues for cars pitting in the first pit spot.
* Nordschleife – fixed an issue that caused cars to get stuck against the pit wall when driving in the pit lane.
* Nürburgring Sprint Short – fixed a cut track issue at the NGK Chicane.
* Barcelona GP – fixed cut track issue when entering the pit lane.
* Watkins Glen – improved overall track performance to address frame rate drops in certain areas.

* Aston Martin Vantage GTE – tweaked cockpit exposure to work better with rainy conditions.
* Aston Martin DBR 1-2 – set the car up so that the steering wheel remains in a static state when the user chooses the ‘hide wheel’ option, so that the user can still read the vital info displayed on the wheel.
* Aston Martin DBR1 1959 – fixed an issue where the wrong helmet was displayed when using Helmet View, tweaked inertia and roll stiffness to improve collision behaviour.
* Audi 90 IMSA GTO, Audi R8 V10 plus, Ruf Rt 12R – fixed an issue where the KERS bar would appear on the HUD of these cars, even though they don’t have KERS.
* BMW 320 Turbo – fixed an issue where the car would start ‘wandering’ in straight lines after a few laps.
* Bentley Continental GT3 – updated engine and minimum ride height to match latest; mapped real world balance of performance; updated gearbox ratios to current FIA specifications, putting it more in line with the other GT3 cars.
* Ford Mustang GT – improve braking power to better match the car’s weight.
* Ginetta G40 – partial fix for front tires overheating if pressure goes over 1.8bar.
* Historic Lotus Formula cars – improved the Helmet View exposure settings
* Lotus 98T – fixed an issue with missing bodywork in the cockpit
* Mercedes C Class DTM – adjusted steering wheel shift lights to better match the engine’s power band.
* Ruf CTR – changed to a more durable brake pad for track use and added an optional brake duct to help control temperatures at slow tracks.

* Display correct message when trying to toggle assists when assists are disabled.
* Fixed an issue with the Leaderboards navigation that prevented the user from changing the vehicle or location.
* Changed the displayed values for Lateral and Longitudinal weight bias, to make it more intuitive.
* Fixed an issue with bad Text spacing on the Telemetry screen.
* Fixed various issues with the HUD gearshift indicator during replays.
* Fixed an issue where making real time changes to the stability control would display incorrect information.
* Fixed an issue where the in-game Standings screen ‘Lap time’ was cleared too soon.

* Fixed an issue where the ‘Sync to Race’ option was unavailable when configuring Weather Progression.
* Fixed an issue where the Best Driving Line assist appeared in the rear view mirrors.
* Localisation – added ‘United Arab Emirates’ used by Lykan to non-English language sets.
* Fixed an issue with Quick Race Weekend, where running Qualifying and Race without a Practice session would cause the Qualifying session rules to not work correctly.
* Fixed a case where the ‘One more for the road’ achievement would not unlock correctly.
* Fixed an issue where the player could still toggle driving assists on via buttons, even when driving assists was disabled.
* Fixed an issue where the external driving camera would clip through the track on steep banking.
* Fixed an issue with random cloud ‘popping’ in and out of view.
* Fixed an issue with clouds disappearing when using time acceleration.
* Fixed a render timing issue that would at times cause a black screen when the processor is under heavy load.
* Fixed an issue that caused the player’s view to switch from helmet camera to cockpit camera during pit stops.
* Fixed an issue with Enhanced Mirror, where enabling it could at times cause occasional drop-outs of mirror content

Oculus Rift
* Improved support for Oculus Rift rendering to desktop and headset simultaneously.
* Added command line option -vrfullscreen for use when using second screen, to use whole screen instead of windowed mode.
* Amended driver head offset when in Oculus Rift mode – defaults to 0.0 but can be set using command line -vreyeoffset amount.
* Added HUD position editing control keys to the existing HUD editing setup: AD – left/right, WS – up/down, ZE – in/out. (Note that this doesn’t save yet between game restarts. We have this working internally now but it missed this patch, so will be coming your way very soon)
* HUD and Menu system is now located in world and car space instead of attached to the player’s head.
* Updated to Oculus SDK
– NOTE – If you experience a black flicker/flash in the right eye view when playing in VR, please ensure that you have VSync enabled.

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PLEASE NOTE – The patch is not yet finalized and is still in testing, meaning that some of this may still change. I will post up the final list, or confirm that this one is final, as soon as the fixes are all confirmed and the patch is in final submission.

IMPORTANT – We are investigating and fixing all reported issues, so if there is an issue that you don’t see in this list, please don’t post “Where is the fix for this issue?” style questions in this thread. There are dedicated threads in other areas on the forum where you can post and discuss other issues. Please keep discussions in this thread to issues mentioned in the list below.

Finally, please be aware that this patch is not yet in submission with Microsoft and Sony, so we are most likely looking at a few weeks before it will be released. We will post the final release dates as soon as we have them.

Project CARS – Patch 3.0 – Release Notes

New & Enhanced Feature Summary
* New – Friends Leaderboards – players can now toggle between viewing ‘ALL’ and ‘FRIENDS ONLY’ on the leaderboards screen.
* New – Multiplayer Spectate Mode – players can now choose to ‘Retire to Pit Box’ during a race, and then spectate the ongoing race.
* Enhanced MP vehicle grouping – online races now use real-world vehicle classes. This results in far better vehicle performance matching for online races.
* New – Xbox One – added an Online Browse feature whereby the player can browse for specific lobbies.
* Enhanced Setup and Pit Strategy system – players are now provided with information regarding current and upcoming weather, remaining session duration, current track temperatures, and more.
* Enhanced HUD and Telemetry tyre info system – players can now see in real time which tyre compounds they are currently using, what each tyre’s pressure is, and how much each tyre is worn.
* Enhanced Cut Track detection system – the system used to detect cut tracks is now far more accurate and ‘fair’.
* DLC Career Contract support – the game now supports the addition of career contracts for new DLC vehicles so that players can use applicable cars in their core career series.
* Enhanced Replay system – players can now access Photo Mode from within a replay, and can switch between cars during a replay.
* New – Force Feedback – implemented the ability via menu sliders for the user to manually tweak the menu spring strength, stationary / low speed spring strength, and overall steering gain.
* New – the Force Feedback Calibration screen now features a multiple force feedback profile selection system whereby the user can select a base FFB style that suits personal preference, and then tweak it further as desired.
* Enhanced Weather system – all vehicles are updated with new window rain effects, featuring dynamic rivulets, much more realistic looking water drops, and wiper blade trail effects.

* New – Friends Leaderboards – players can now toggle between viewing ‘ALL’ and ‘FRIENDS ONLY’ on the leaderboards screen.
* New – Multiplayer Spectate Mode – players can now choose to ‘Retire to Pit Box’ during a race, and then spectate the ongoing race using the ‘Retire to pits’ and ‘Spectate’ options (note that this is currently only available on tracks that feature a pit lane).
* Enhanced vehicle grouping – online races now use real-world vehicle classes. This results in far better vehicle performance matching for online races.
* Implemented support for Leaderboards reset across all platforms.
* PS4: Fixed an issue with the browser getting stuck at ‘Looking for sessions’.
* Added support for Multiplayer Quick Random to also join in-progress sessions
* New – Xbox One – added an ‘Online Browse’ feature whereby the player can browse for specific lobbies.
* Fixed an issue where the Drive button would remain permanently locked when joining an in-progress session.
* Fixed an issue where, when the player progressed from qualifying to the start of the race, the player’s car would sometimes begin moving without player, resulting in false jump-starts.
* Fixed an issue where using the ‘Amateur’ skill filter would at times not show any lobbies.
* Fixed the case where changing the time of day from daytime to night-time in a lobby failed to switch the skill level from NOVICE to AMATEUR.

Time Trial
* Fixed an issue where restarting a Time Trial session would not remove the ‘best of session’ ghost from before the restart.
* Force Time Trial weather on consoles to always be set to Light Cloud to match PC settings.
* Ghost split and lap times are now displayed on timings/pause screen.
* Updated the in-game timings board to provide a visible distinction between the ghosts and the player’s entries: all ghosts now have status set to ‘Ghost’, and the Session best ghost has DRIVER text set to ‘Session Best’

Pitting, Tuning, Setups, Strategy
* Enhanced Setup and Pit Strategy system:
– – Players are now provided with information regarding current and upcoming weather, remaining session duration, and current track temperatures.
– – In Setup, players can choose to apply different compounds to the front and rear sets. In Pit Strategy, players can now choose to change tyres symmetrically instead of configuring each wheel individually.
– – The Setup and Pit Strategy screens will now display an estimation of how many laps the player can expect to run with the current fuel load, and updates in real time as the player adjusts the fuel slider.
– – Players can now define pit strategies with less fuel than the initial fuel load. During a race, the fuel slider indicator will turn red to warn players when the strategy offers insufficient fuel for the remainder of the race.
* Enhanced HUD and Telemetry tyre info system:
– – Players can now see in real time which tyre compounds they are currently using, what each tyre’s pressure is, and how much each tyre is worn. Each individual wheel’s tyre graphic will fade out from top to bottom to indicate the level of wear. The tyre temperature display on the HUD now uses a smooth colour gradient fade to more accurately indicate temperature changes and match the display on the Telemetry screen
* Fixed an issue where a damaged headlights would not get repaired if the player had damage level set to ‘Visual Damage Only’.
* Fixed more cases where a vehicle’s default setup would not be correctly applied.
* Reworked the naming of several tyre compounds to make the names more indicative of their purpose, and to ensure that front and rear compound names match when set to the same compound.
* Restrict pit strategy tyre compound types to only those available for the current vehicle.
* Accessing Pit Strategy in single player during non-race sessions no longer pauses the game.
* Tweaks to AI pit logic to ensure they pit in proper mandatory window in races that feature a mandatory pitstop.
* Fixed an issue that at times caused a setup from one car to be applied to a different car.
* Ensure that the Default pitstop strategy is set to the Active one on each session start, to prevent issues with previously configured and now irrelevant strategies being active.
* Fixed an issue where, if you customized a setup that was automatically loaded from your saved setups, and then drive and return to pits, the customized setup would be lost and your setup will be reset to the previously saved setup.
* Fixed an issue in online races where the pit crew would ignore any changes made to the pit strategy once the player’s car was stationary in the pit box.

Physics & AI
* Improved AI rain speed realism when using treaded tyres in the wet.
* Fixed an issue where, if a player has steering assist on and fuel use set to real, when low on fuel, the steering assist will pull them into the pits as they go past
* Increase tyre wear for AI if driving wet tyres when track is drying or dry.
* Improved AI behaviour during crash recovery to further minimize the chances of AI cars getting stuck.
* Fixed an issue that would cause a car to leave the pits with no visible wheel attached after pitting to replace a lost wheel.
* Various tweaks and improvements to how AI responds to tyre wear in regards to pitting strategies.
* Fixed the issue with cold and current tyre pressure mismatches in pitstop strategy, as well as cold pressure not being correctly applied in the tyre system.
* Fixed an issue with the player vehicle rolling backwards after entering pre-race tuning.
* Fixed an issue where AI drivers would remain stuck in their pit boxes when using accelerated time.

Cut Track / Off Track System
Enhanced Cut Track detection system – the system used to detect cut tracks is now far more accurate and ‘fair’. Many tracks were reworked to address specific issues where the cut track detection was either too loose or too strict. Players will no longer receive warnings for driving off track in the grass and other surfaces when not actually gaining time by doing so. The new system provides for scalability in strictness across game modes, to match real life application. The rules enforcement gets progressively stricter from Free Practice to Race to Time Trial.

* DLC Career Contract support – the game now supports the addition of career contracts for new DLC vehicles so that players can use applicable cars in their core career series.
* Added Career Contracts for core career sport DLC cars:
– – GT3: Bentley Continental GT3
– – LMP1: Audi R18 e-tron quattro
* Career Invitationals – corrected Russian translation in two Invitational unlock descriptions.
* Fixed an issue with pre-DLC save games not unlocking DLC career content.

* Fixed tyre skid sound when car is sitting against a kerb at zero speed.
* Tweaked the dirt surface sounds.
* Fixed an issue where there would sometimes be missing race audio in a subsequent race if there’s an immediate quit at race start.

GUI, HUD, Telemetry
* GUI – sliders throughout the game interface now supports smaller increments and decrements when changing their associated values.
* Monitor/Spectate screen – the timings table now supports mouse clicks to change the driver that’s being observed. The screen now features the ability to view the selected driver’s info when playing online, by clicking on the new Gamercard button. Fixed several cases where the map would at times randomly freeze and/or be locked on the screen when telemetry overlay is displayed.
* When browsing Leaderboards, changing the car and track being browsed will no longer change the player’s currently selected car and track in the other game modes.
* Reworked the Replay/Spectate/Monitor interface to a more consistent design.
* Main game loading screens – fixed the Road America track logo that went missing, updated the Logitech logo to the new Logitech G logo, updated the Oculus logo to their new logo.
* Driver Network Profile – practice and qualifying sessions will no longer count towards races entered.
* Community Events – added a ‘DLC required’ indicator to events that require DLC content, added an event number indicator.
* Career post-race podium screen – fixed Lap times formatting to use the more logical MMSSTTT formatting (e.g. 01:20.457).
* HUD now reports correct split times to vehicles that are in the pits.
* Updated the Class logos used by Road cars to better differentiate the various road car classes.
* Fixed an issue with the Field of View slider not working.
* Fixed an issue where Cut Track warning messages appeared in the centre of the screen instead of to the side, out of the player’s line of sight.

* Enhanced Replay system – players can now access Photo Mode from within a replay, and can switch between cars during a replay.
* Replay Cameras – Azure Circuit – reworked the draw distance and positioning of a number of cameras to fix background issues and views being obstructed by trackside objects.
* Replay Cameras – Hockenheim National – improved the positioning of a number of cameras to fix views being obstructed by trackside objects.
* Fixed a crash that occurred when the player loaded a replay that was saved with an older version of the game.

Controls & FFB
New – implemented the ability via menu sliders for the user to manually tweak the menu spring strength, stationary / low speed spring strength, and overall steering gain:
Menu Spring – the strength of the wheel centering spring in the front end and in-game pause menu.
Low Speed Spring Coefficient & Saturation – the weight of the steering at slow speeds (<10mph) and when the car is stationary. The saturation is the maximum force for the spring and the coefficient is how quickly the spring takes effect. To avoid “cogging / notching” effects when stationary its best to leave the spring coefficient high and lower the saturation. Steering Gain – the gain (multiplier) applied to all steering effects (steering force, jolts, kerb rumble etc) after they have been mixed. For a clean more detailed experience set at 1.0 or below, for stronger feedback at the expense of clipping set higher (maximum value 5). New – the Force Feedback Calibration screen now features a multiple force feedback profile selection system whereby the user can select a base FFB style that suits personal preference, and then tweak it further as desired. You can now switch between current FFB settings (Default) and pre-1.4 (classic) by using the FFB Calibration presets. These presets are available under Options > Controls > Calibrate Force Feedback. The presets are set on top of this page and the new sliders to control the spring/steering effect are at the bottom. Whenever you change these values it becomes a custom preset. You can switch back to either Default or Classic by selecting them at the top of this page.

* Fanatec – added accelerator slip vibration support for Fanatec wheel rims that support this feature. Added sequential shifter profiles for Porsche 911, GT2, GT3RS V2 and CSR wheels. Added accelerator pedal rumble support for the ClubSport Pedals V3, and fixed brake rumble not working.
* Logitech wheels – added LED support for the G29.
* Custom wheels – reduced the default menu spring strength.
* Fixed an issue where the in-game menu spring centered the wheel when pausing while driving, which was jarring when both entering and exiting.
* Handbrake and boost controls assignments are now no longer mandatory.
* Fixed an issue where mouse controls were producing a deadzone in the centre regardless of deadzone settings.
* Fixed an issue where there was a sudden loss of FFB after a severe collision.
* Xbox One – fixed an issue where Force feedback was lost when focus was lost to the onscreen keyboard, other overlaid system apps or snapped apps.
* PS4 USB keyboard – corrected mapping for keypad ‘.’ / ‘Del’ keys, removed Pause being incorrectly hardcoded to the ‘P’ key.

* 125cc and 250cc karts – adjusted automatic gearbox algorithm for better shifting. This reduces the occurrence of the rapid fire downshifts from 6th to 1st when locking the rear brakes.
* Audi R18 e-tron quattro – added the missing gear readout to cockpit display. Fixed ‘quattro’ to lower case in the showroom (licensing).
* Aston Martin Vantage GT3 – fixed the impact test position for the rear centre brake light, to ensure accurate impact damage effects on the light.
* Bentley Continental GT3 – fixed slight asymmetry in rear suspension design which was causing some unintentional cross weight.
* BMW M3 GT – set to use same tyre widths as the other GT3 cars. This helps equalize performance and acts to level the playing field, as this car would have used such tyre sizes if it ran beyond 2012 against the rest of the GT3 cars.
* BMW V12 LMR – fixed engine lifetime numbers to match other similar cars.
* Group 5 cars and BMW M1 – tweaked rain tyres heat and sensitivities to prevent them from overheating in light rain.
* Escort MK1 and DLC BMW 2002 Turbo – rebalanced the AI performance.
* Formula A -– added a new tyre set that includes two slick tyres: ‘Soft’ and ‘Medium’. Rebalanced the heating and wear across all four tyre sets. Reworked tyre wear to more closely match real world Formula 1 cars. Heating is now more even front to rear. Further rebalancing of the AI speed (now faster) as was required, and tweaks to the base setup to accommodate the heat change and its effect on the balance. The medium slicks make consistent grip between 180-220F, making this compound more useful as a strategic, lower wear choice. The soft slicks are the default dry tyre.
* Formula C – dropped the AI ability in the rain a bit more for this car, as the AI was still too fast in the rain.
* Lotus 98T – new setup to help handle the power better, new rain tyre tweaks for better heating. Some change for the slick heating and inflation pressure sensitivity of the carcass.
* McLaren MP4 12C – adjusted the default setup to match the change to stiffer tyres.
* McLaren P1 – stiffened up the default suspension to help prevent bottoming out at tracks like Nordschliefe. Changed tyre walls to Pirelli (licensing).
* McLaren F1 GTR – added suspension animations to limit front wheel movement in order to stop them clipping through the bodywork on large compressions.
* Pagani Huayra – corrected the default dry and wet tyres so that the correct tyre is selected when using ‘Automatic by Weather’.
* Radical SR3 and SR8 – reduced the backlight on the gear LCD in the cockpit to make it easier to read at night.
* Renault Clio Cup – updated suspension tuning and gear ratios to match exactly with correct reference data for the X98CUP Mk.4 car.
* RWD P20 LMP2 – recalibrated oil and water temperature warning lights to turn on when the engine is starting to overheat.
* Various DLC Vehicles – rebalanced the in-cockpit exposure levels.
* Various cars – recalibrated the tyre deformation effect. This fixes many cars which were seeing too little or reversed lateral tyre deformations.
* Various cars – graphical issues addressed – Mercedes C-Coupe DTM, Sauber C9, Audi 90, Audi R8 LMS Ultra, Audi R18, Audi R18 e-tron, Aston Martin Rapide, BAC Mono, Bentley Continental GT3, Bentley Speed 8, BMW 1M, BMW Z4 GT3, BMW 320 Group5, BMW M3 E30 GroupA, Caterham Classic, Caterham SP300R, Ford Capri Group5, Ford MkIV, Formula C, Formula A, Ginetta G55 GT4, McLaren F1, Ruf RGT8 GT3, Ruf RGT8.
* Various cars – updated to use the correct tread textures for various tyre compounds
* Modern street cars – new stiffer tyres for improved drivability, to more closely match the real world experience. This makes these cars more fun and engaging to drive. Made tweaks to the individual setups of the FWD and most Supercars to accommodate the change.
* 4WD/hybrid vehicles – enabled visual backfires.

* Azure Circuit – reset the AI track grip for the faster Formula A cars, and tweaked the driving lines to help with AI getting stuck in barriers.
* Bathurst – fixed an issue where cars would collide against invisible objects in the pit lane, and fixed an issue with black shapes appearing in the rear view mirrors on some parts of the track.
* California Highway – reworked the allowable driving surfaces in the final section on the double lane highway to allow the player to drive on both sides.
* Dubai layouts – fixed a graphical anomaly on the track surface.
* Glencairn East – fixed a false cut track warning that would trigger while driving on-track.
* Nordschliefe – fixed an issue where AI attempting to leave their pit spots was being blocked by cars in the pit spot directly in front of them.
* Ruapuna layouts – improved the texture quality on the distant trees, and reworked the wire mesh on the marshal posts to prevent them from turning opaque at a distance.
* Sakitto GP – unblocked pit lane and added pit lane directional signage.
* Sakitto International – fixed an issue where the AI would run too wide and collide with the barrier in the downhill left handed sweeper.
* Silverstone layouts – fixed a false cut track warning at the pit entrance.
* Snetterton 200 – fixed an issue where the player would receive a cut track warning when entering the pits’
* Spa Francorchamps – fixed an issue where a number of bollards marking track limits had stopped appearing.
* Watkins Glen layouts – fixed an issue where the pit entry would trigger if a player drove very close to the pit wall on the main straight, and fixed a few graphical pop-up issues.
* Various tracks – Imola, Oschersleben GP, Oschersleben C course – cut track detection adjustments.

Oculus Rift
* Implemented support for Oculus SDK.
* Added support for a separate Graphics profile “GraphicsConfigOculusDX11.xml” when running with the Oculus Rift. This means that you can now set your graphic details to high/max when playing without the Rift, and turn the details down for optimum performance when using the Rift and the game will maintain both configurations and apply the applicable one automatically.
* Auto disabled Crepuscular rays, Vignette and full screen raindrops.
* Fixed excessive object pop-in in Oculus Rift mode that was caused by the modified field of view used in VR.
* Shadow support – further work towards getting shadow support fully implemented.
* Fixed SLI/XFire windowed mode performance issues – SLI/XFire isn’t available in windowed mode, but several Renderer paths were still active, resulting in reduced performance, most notably for Oculus Rift which fakes a windowed mode.
* Added a command-line option “-vrnomirror” that disables the desktop mirror. This will gain around 3-4% performance.
* Fixed the issue where non cockpit view cameras were not incorporating the head-pose position correctly, which caused the camera to be spawned very low down.
* Fixed the issue where the view in the Oculus Rift froze when returning to the main menu after a race.
* Fixed the issue where using FXAA caused black/opaque rendering when using Oculus Rift.

* Players are no longer disqualified for running out of fuel after finishing the race.
* Fixed an issue that would award players with a race win when skipping session after a false start.
* Fixed an issue with 24Hz 4k Monitor modes causing the graphics code to fail to load.
* PC – added support to enable Opponent Car Reflections by using the “-insane” command-line option.
* Jumpstart tolerances adjusted to make the penalty more realistic when the player starts moving his vehicle before the green lights.
* Fixed an issue that caused vehicle windows to appear invisible in the player’s rear view mirrors.
* PC – fixed an issue with Real-time weather not working.
* PS4 – fixed a crash that occurred when power cycling or when disconnecting and reconnecting a wheel.
* PS4 – anisotropic filtering adjusted to improve the visual quality of some materials, mainly brick walls which were appearing blurred at some angles.
* PS4 – fixed an issue where car bonnet reflections at times were out of sync with the environment being reflected.
* Xbox One – implemented background DLC check optimizations to eliminate instances of stuttering in Main Menu.


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.

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€.

pCARS logo 1

After four years of thorough testing and approval from both gamers and real racing pros, the most authentic, intense, beautiful and technically-advanced racing game ever made is now crossing the finishing line!


  • The largest track roster of any recent racing game with 110+ unique locations
  • A wide variety of motorsports including GT, Touring, Le Mans Prototypes, Karts, and modern Open Wheel and 80+ cars available at launch
  • Dynamic weather, pit stops, and pit strategy creation
  • Dynamic time of day and endurance races including the Le Mans 24H
  • World-class graphics running at 60 fps with up to 45 drivers onscreen
  • Next-gen physics running at 600 Hz and deep telemetry & tuning features
  • Competitive multiplayer for up to 16 players and the ability to create public, private and friend-based lobbies with ‘Join In Progress’
  • Asynchronous Time Trial with downloadable ghosts
  • Regularly-scheduled community events
  • Social connectivity with photo and replay modes powered by The Driver Network
  • Support for 30+ wheels, community apps, and virtual reality via Oculus Rift and Project Morpheus
  • Continual updates and further content after launch

Project CARS is therefore the player’s choice for realistic racing: built by the fans and built for the future ushering in a fresh new era of simulation-based racing so sit back, turn up the volume, and get ready for the next generation featuring music from world-renowned music producer Deadmau5 who has been following & playing Project CARS for a while, and is a big car fan too!

So listen to the soundtrack on Spotify including a special Deadmau5 playlist you can listen to whilst driving!

Project CARS will be available starting May 7 (Europe & Australasia), May 8 (UK) & May 12 (US & Canada), the PC Steam version will be released across all territories on May 7.

You want to be among the first to play Project CARS ? Click here to pre-order your copy Project CARS now!

For more on Project CARS, make sure to check out the Project CARS website and the Project CARS Facebook page regularly! And check out Driver Network highlights taken by the community on Flickr and YouTube

pCARS logo 1Alpine A450
Ariel Atom 300 Supercharged
Ariel Atom 500 V8
Ariel Atom Mugen
Aston Martin Rapide S Hydrogen Hybrid
Aston Martin Vantage GT3
Aston Martin Vantage GT4
Audi R18 TDI LMP1
Audi R8 LMS Ultra
Audi R8 V10 Plus
BAC Mono
BMW 1 M Coupé (E82)
BMW 320 Turbo Gr.5 (E21)
BMW M1 Procar (E26/1)
BMW M3 Gr.A (E30)
BMW M3 GT (E92)
BMW M3 GT4 (E92)
Caper Monterey Stockcar
Caterham Seven Classic
Caterham Superlight R500
Caterham SP/300R
Ford Capri Zakspeed Gr.5
Ford Escort RS1600
Ford Focus RS
Ford Mk. IV
Ford Mustang Boss 302R1
Ford Mustang Cobra SCCA TransAm
Ford Sierra RS500 Cosworth Gr.A
Formula Gulf 1000
Ginetta G40 Junior
Ginetta G55 GT3
Ginetta G55 GT4
Gumpert Apollo S
Lotus 49 Cosworth
Lotus 72D Cosworth
Lotus 78 Cosworth
Lotus 98T Renault

Marek RP219D LMP2
Marek RP339h (PM 06a) LMP1
McLaren 12C
McLaren 12C GT3
McLaren F1
McLaren P1
Mercedes-Benz 190E 2.5-16 Evo2 DTM
Mercedes-Benz 300SEL 6.8 AMG
Mercedes-Benz A45 AMG
Mercedes-Benz C-Class Coupe DTM
Mercedes-Benz SLS AMG
Mercedes-Benz SLS AMG GT
Mitsubishi Lancer Evo X FQ400
Oreca 03 Nissan
Pagani Huayra
Pagani Zonda Cinque Roadster
Pagani Zonda R
Palmer Jaguar JP-LM
Radical SR3 RS
Radical SR8 RX
Renault Clio Cup
Renault Mégane R.S. 265
Ruf CTR3
Ruf RGT-8
Ruf RGT-8 GT3
Sauber C9 Mercedes
SMS Formula A
SMS Formula B
SMS Formula C
SMS Formula Rookie
SMS Kart 125cc (Kart01)
SMS Superkart 250cc (Kart02)
W Motors Lykan HyperSport


pCARS logo 1Today we add 8 new locations to Project CARS including Nordschleife, Nurburgring, Zhuhai, and Cadwell Park which makes our track list final and the largest in recent racing game history!

Today we add 8 new locations to Project CARS including Nordschleife, Nurburgring, Zhuhai, and Cadwell Park which makes our track list final and the largest in recent racing game history!

2884675_origAlready featuring scenic drives along the French Riviera, epic mountain passes down the US west coast, exotic vistas from Australia and Dubai, and iconic motorsports tracks from across the UK, US, and Europe, Project CARS continues to build upon the largest location roster of any recent racing game with a final set of 8 new destinations that now make our track list complete.

Check out the full list of tracks including the iconic Nurburgring from Germany, exciting Zhuhai from China, fan favourite Cadwell Park from the UK, and the infamous 20km long Nordschleife amongst many more here!

pCARS logo 1

With over 80,000 players being involved since October 2011, in March racing fans will finally get their hands on the most technically-advanced, beautiful, intense and authentic racing game on the planet that’s been tested, guided, and approved every step of the way by both gamers and real-life pro drivers alike.


  • A huge variety of motorsports and reflected car culture with relevant rules and formats
  • The largest track roster of any recent racing game
  • A freeform career mode that allows you to choose your own path with Historic Goals to earn, Accolades to win, Endorsements to sign, and Invitations to receive
  • Competitive online with features such as ‘join in progress’ and invite-only sessions
  • Fully-dynamic weather and time of day
  • Race weekends including warmup sessions, practices, qualifying, and two-race format
  • Pit stops and pit strategy creation for different scenarios and events (eg.. endurance)
  • Deep tuning setup creation
  • Asynchronous play via the Driver Network – Time Trial mode with downloadable ghosts and regularly-scheduled Community Events
  • Save and share your proudest moments with photos and replays
  • Player tailoring and accessibility features – dial the game to your own particular skill and comfort level
  • Playable either at a cinematic 12K resolution or on a more intimate scale with Oculus Rift. Project Morpheus, or nVidia Shield
  • Support for over 40 different wheels and peripherals
  • Second screen support via apps created by the community through the Project CARS API

But enough talk, see for yourself why both critics and gamers alike are excited for Project CARS with our new trailer!

pCARS logo 1

საინტერესო პოსტი “twitter”  ზე ტრეკზე კლიმატის შესახებ

“Did You Know? Each location in Project CARS has a GPS tag ensuring climate, temperature, sun/moon/constellations positions are all accurate”


pCARS logo

Build 427 (15/3/13, Team Member+)
Bug Fixes:
* Fixed the FFB being missing issue
* Fix for Controls screen showing the Edit page whenever you go in there
* Amended handling of puddles in road shader to prevent specular white-out
* CDynamic Envmap class now uses the new per face mip map level generation DX11 code
* DX11 Texture Class support for per Cube Face mipmap generation support, via per face ShaderResourceViews
* Fix for dynamic emap not getting used on the car
* Inverted facing direction for double sided polygons – corrects lighting be inverted
* Re-enable MotionBlur dither
* Initial changes switching over to use the BAppSection framework. General tidy-up of the sections code
* Ensure that custom blocklist allocs/free calls match up when using default new/delete
* Added WMD requested physics key mapping hooks (brake bias, pit speed limiter, ignition & starter key, adj anti roll bars) – awaiting links to the physics so not yet functional
* Increase in volume for AI sounds after reports that AI were difficult to hear. This will be ultimately controllable via sliders in the UI eventually
* 3D palm tree instances – self shadowing and transmissive light effect added, textures tweaked in mips
* Belgian Forest: Added missing emissives, adjusted emmissive levels, added viewer placed lights poles, speakers,changed kerbs color in chicane after first long straight. added emmissive night skyring
* Belgian Forest: Fixed wrong crowds positions
* Eifelwald: Added new crowds
* Glencairn: Added new racecontrol building+tstacks, added missing textures
* BMW M3 GT4: CoG raised, new ARB ranges, final drive tuning allowed

Build 426 (14/3/13, Senior Manager)
* Shader error message given more detail
* Fix for lods on reflection
* Improved cloud env map settings for performance + setup new face offset for this map.
* Reduce cloud env map resolution – it’s only ever convolved so 128×128 is way more than enough for low to high reflections
* Fix a performance issue with Envmaps when MSAA was enabled (this incorrectly cleared the phase 3 depth) but since the envmap never uses MSAA the depth can be shared (provides a 1.5-2.5% overall speedup)
* Fix clearing of the convolve render-target – the convolve renders to the whole quad and the clear is no longer needed for SLI/XF
* Add ‘face offset’ support to the CDynamicEnvmap class – allows each envmap to have a unique face offset so they aren’t all rendering the same faces each frame which causes peaking loading
* Added AddKeyLight and RemoveKeyLight methods to EnvironmentManager for main menu usage
* Add cloudenvmap place holder setting for when the viewsettings are re-enabled again
* Fix for HUD ‘lite’ not working
* RUF logo added to splash screen and Happy St Patrick’s Day everyone!
* Changed the variable-range glossiness control to use mip-biasing on the envmap lookup, as well as blending to the specular convolution, this removing the odd looking pin-sharp reflections on semi matte surfaces
* Fix for basic translucent shadow-gen missing shader discard! it previously relied upon alpha coverage to work at all!
* Solitude Rennstrecke: New export
* Solitude Rennstrecke: New AIW
* Moravia: Exported sitting crowds + crowds placement
* Pagani Huayra: Alpha2 driver anims

Build 425 (13/3/13, Senior Manager)
* Fixed input related leaks
* Fixed PS3 unity compile
* Added dump on exit if leaks detected in main pools on PC (debug and release only currently)
* Setup code to increase number of spotlights based on weather we are wishing to render at high quality or not
* Fix for bad exclusion flag in Rear View Mirror rendering (probable cause of disappearing vehicles in online)
* Viewsettings for Static envionment map optimised. (saves around 50k triangles (4%) in a typical scene
* Enable Anisotropic filtering on Foliage (including instanced Foliage) shaders and shadow map generation
* Fixed missing use of specular strength in wheel shader (this resulted in over-bright wheels on shaded side of car)
* Converted light glow billboard shader to be drawn in post blur phase – this fixes a problem with glow billboards sorting incorrectly with headlight glass on certain cars
* Heusden: Tightend up cut tracks further through chicanes 1 and 2. Adjusted the AI line through Chicane 2 so they run wide off the exit onto the grass
* Heusden: Added missing fences, sign posts, adverts and 100 markers
* Ford Capri: Updated AO and added wheel LOD’s
* Ariel Atom 300: smoothed torque curve similar to Hondata reference
* BMW M3 E30: Fixed UV mapping

Build 424 (12/3/13, Manager+)
* New GUIName entries
* Added main PhysX header to main header of Support Physics library, to allow more convenient use of PhysX SDK
* Updated include paths of all common library projects that use Support Physics (directly or indirectly), so PhysX headers are visible to them.
* Removed unnecessary includes of main PhysX header from .cpp files of Support Physics library
* Ensure that msg queue alloc goes to the correct new overload
* Change so FOV is updated from Tweakit
* Tidy up vehicle anims code and switch to mix or play animations to avoid replacement of existing animations in some cases (such as wipers replacing suspension ones)
* Implement Shadow LOD scaling and size culling + fix identification of non player vehicles in vehicle meshes
* DX11 Fix Alpha to Coverage setting – sorts out crappy looking foliage/transparencies on ATI cards in all AA modes without MSAA. MSAA modes are correct as is
* App Side hookup main menu and new renderer downsampling scales.
* Render Task re-ordering for HDR Motion Blur – moves ForwardPostBlur rendering which incorporates both MB and Windscreens directly after the Forward rendering task
* DX9/DX11 Renderer support for HDR motion blur in the Post Processing control module
* Add DX9/DX11 Renderer helpers for downscaling width and height scaling
* Added new double-sided render contexts in preparation for use in plants etc
* MotionBlur shader – fixed for HDR support + fixed for fringe bug in all modes except MSAA
* Windscreen and Visor ForwardPostBlur shaders adjusted to work in HDR
Bug Fixing:
* Fixed memory leaks and missing file/line & trace info for a number of allocs
* Fixed memory leaks and missing file/line & trace info for a number of allocs. Added leak dump on exit in all configs (assert currently disabled)
HUD Editor:
* Better quad selection now based on Mesh bounding box and projected screen coordinates
* Fixup the Editor HUD view cycling to use the new control method
* Heusden: Darkened some textures
* Bathurst: Turn 12 and last corner inside cut tracks tightened up one curb width
* Eifelwald: New sitting crowds
* BMW M3 E30: Fixed car colour. No more just red BMW’s
* BMW M3 E30: Fixed UV mapping

Build 423 (11/3/13, Senior Manager)
* Addition of new Camera controls for marketing mode
* Code added to toggle the cameras via buttons
* Azure Circuit: Added latest assets from JanP, added latest from MJ, even if not finished, fixed J.F. Kennedy road+sidewalk, remapped, moved/scaled old wrong stuff and added temp geometry around new/old unfinished stuff to fix gaps-holes, updated sel sets
* Heusden: Solar Panels placed

pCARS logo

Build 422 (8/3/13, Team Member+)
* Exposed GUIDialogManager from the helper so App level dialogs can use it
* Code to allow use to render both sun/moon shadows and spot light shadows at the sametime
* Added ‘non-modal’ dialogs
* Fixed crash in manager update loop
* Fixed some missing clone property settings
Bug Fixes:
* Some memory leaks fixage
* Reverted HUD mirror disabling for Cockpit view. Changed the default status of the mirror to hidden
* Fixed them damn dirty ANTS 

Build 421 (7/3/13, Senior Manager)
* Removed a rogue ifdef (fixes FFB)
* Fix for undefined devices being ignored during DirectInput device enumeration
* Code to test if the HDR is initialised. This is to handle resolution changes in the HDR (for bullshots)
* Re-enabled save-to profile for HUD editing
* Live HUD Editing
* Adjusted HUD Motec position for wide & non wide-screen
* Tweaks to the HUD position for the Tacho, Mirror & LapInfo objects
* Fix for warning C4324: ‘MWL::LensFlareInfo::LensFlareElementInfo’ : structure was padded due to __declspec(align())
* Tangent FB A/B/C test, due to Ben feedback
* Tire.rg: revised street tire carcass, ABC compound testing for BMW Z4/M3 GT
* Drivers – disabled motion blur for drivers materials
* Overlay.fx – support for REFLECTION_MAPPING (no puddles, no drying)
* Skintest shaders modified to allow animated trackside characters to receive motion blur
* Flags animations, casual idle and cheering animations + XML bindings, rig update
* New meshes and textures for 3d crowds
* Eifelwald GP: Fixed truck popup in hairpin curve by increasing the LODA distance in the track.lod file
* Eifelwald GP: Fixed a bunch of LOD popup issues around the track on tribunes bridges and roadmeshes
* Connecticut Hill: Fixed missing road and fixed road uv issues
* Bathurst: The old 3d casual crowds were switched by the new ones
* Azure Circuit: Added new casino gardens, updated trees/bushes on this area, deleted old stuff, merged in latest DavidB’s works, pit stuff, reexported csm, updated sel sets, set flags
* BMW M3 GT2: fixed lightflare IDs
* Ruf RGT-8: suspension fixes to make it a better drive
* BMW M3 E30: Added ao, wheel and tire LODs, updated wheel arches
* BMW M3 E30: rear wheel offset 0.5cm wider
* Pagani Huayra: revised brake heating, setup and gear ratios. Fixed motion ratios, matched to CAD reference
* Caterham Classic & R500: front motion ratio changes
* Pirault Mega: Fixed tire setup, fixed detaching CPIT bonnet

Build 420 (6/3/13, Senior Manager)
* Updates for Lensflare alpha and position so they update from this timecycle
* Improve the performance of MorphMesh shader parameter setting – the overhead of the Base dynamic arrays was costing approximately between 1 and 9% depending on the level of Cloud (many meshes, with many parameters – the sizes are fixed so dynamic arrays were a poor fit)
* CEnvironmentManager::BlendCubeTextures now uses SSE2 on PC – this reduces the exclusive profile cost from 2.1% to 0.3%
* CEnvironmentManager::FillPixels is now implemented using SSE2 on PC – this reduces the exclusive profile cost from 1.9% to 0.4%
* Added OwnedObjectBase.assertLocked() function that will check that the object is locked by the current thread
* Tutorial asserts that its data modification functions only operate on locked objects
* Port in connector messages is transmitted as short instead of int, and is treated as unsigned short
* Removing unused timers from the CScreenShotDirector class
* Reverting a change where I made Tick public
Tweak It:
* Debug Director Mode

“When you connect to game with Tweakit there is now a new area called Director.
With in this is a setup to allow the user to enter a debug mode in which they can take screen shots.
To use..
Start a game as normal and play through a race untill you are happy you have enough to take the screen shots you wish to use.
Press the Start Director button. (At this point I would tick the Director box in the tree so it live updates)
The Start Button will then be removed.
You can now do the following.
1. Set the time in the race you wish to jump to by using changing the value in RaceTime.
2. You can change the rate in which the race plays back by setting RaceRate (default is 0)
3. There is a button to take a TGA screen shot.
4. When in Free Camera you can under Free Camera controls you can change the camera FOV , Positon and Orientation.
Note when you are not in Free Camera the cameras are the track side cameras ,
You can switch to free camera and back by pressing Ctrl+f at anytime, when you do this it will setup the camera to the
values last used from a normal camera.
(note when in TrackSide Cameras you can toggle through the other cameras available by pressing Ctrl+t )
5. You can Tweak Custom Dof Controls. Under DofControls.
Other points to note..
In this mode you can change the time of day , weather conditions and any other visual aspect”

Bug Fixes:
* Fix for crash when deleting a tweakit component which is marked to live update
* Adding experimental Zonda R wavs
* Adding experimental Zonda R soundset
* Heusden: Added lights and flares to industrial buildings
* Derby National: Tightened up cut track aprox 1/2 car length on the leftside of last chicane
* Belgium Forest Circuit: Tightened up cut tracks at various outside run wide areas that seem to be advantageous if used. Per WMD feedback
* Heusden: New textures for industrial assets
* Azure Circuit: Added new textures
* Bathurst: Reworked Tent Asset LODs and meshflags, and added specific tracklod to combat pop-up there
* BMW M3 E30 Group A: wheels diff_00 dds texture – alpha channel added
* Formula A: backed off front wing ride height sensitivity. reverted engine braking change. finer brake cooling adjustment
* Ford Capri Group5: UV mapping + bugfixes
* Ford Capri Group5: Added support for custom liveries
* Ford Capri Group5: UV mapping

Build 419 (5/3/13, Manager+)
* FX11 – add support for backing store constant shadowing to reduce un-necessary calls to UpdateSubresource. (enabled via SHADOW_CONSTANTBACKINGSTORE define)
* Minor fix for unbalanced D3DPERF_EndEvent
* Reduce overhead over SetProfilerMarker using string reference instead of copy – makes Release about 2% closer to Gold in performance
* Cache NvAPI_Stereo_IsEnabled – calling this function dynamically was costing 6% of the entire cpu-time!
* DX11 add support for DXGI_FORMAT_R11G11B10_FLOAT render-target and textures
GUI Tools:
* Allow scroll bars to be placed anywhere
* FresnelCoefficient usage correction – multiplication of whole specularIrradiance insted of just sampled pecular irradiance
* Bodywork shaders unyfication
* Bathurst: Various placement fixes of instances
* Azure Circuit: Tweaked nmp
* Heusden: New textures for industrial area
* Heusden: New textures for solar panel assets
* BMW M3 GT: Added new livery banners

Build 418 (4/3/13, Senior Manager)
* Exposing the Camera Configurations.. This is part of the on going Camera Editing tool work
* Apply rotation offset to sky dome
* Fix for rendering of cloned lensflares
* SPECULAR_STRENGTH macro added – used for specular strength adjustment for specialistions with and without env map
* Adjust common path root to include scope of branches
* Re-enable #EnterRace message
* BAppSectionManager: Ensure that app section calls are made from the same thread (asserts if not) as this system is designed to be single threaded
* Fixed exit leaks in System and Debug pools
* Removed system allocs from being incorrectly reported as leaks
* Fixed typos
* Added GetMemBuffer() to BRingBuffer so that its buffer can be freed if a custom one was provided on init
* Added dump of custom leaks on exit (allocs done via system allocation routines)
* Added custom memtraces to PC SysMalloc and SysFree calls
* Moravia: New AIW for changed track widths. Fixes complaints about too sensitive cut track issues
* Belgian Forest Circuit: Tighten cut track at the top left of Eu Rouge to dissallow 4 wheels over
* Bathurst: 3D eucalyptus update, optimized more
* BMW M3 GT: More headlight tweaks
* BMW M3 GT: Fixed brake disc glow, and brake disc setup
* BMW M3 GT4: Fixed brake disc glow, and brake disc setup