Project CARS by Slightly Mad Studios

Le news di tutti gli altri simulatori/arcade che non trovano casa in questo forum.

Re: Project CARS

Messaggioda MRK37 » 29 febbraio 2012, 13:14

Anteprima del nuovo sistema di illuminazione :clapping:

Immagine Immagine
Immagine Immagine
Immagine Immagine
Immagine
Immagine
Avatar utente
MRK37

Admin
Pubbliche Relazioni
Ricerca e Sviluppo Fisica e Modellazione
Pilota GTC
 
Messaggi: 9452
Iscritto il: 28 dicembre 2008, 14:46

Re: Project CARS by Slightly Mad Studios

Messaggioda MRK37 » 2 marzo 2012, 1:58

Nuovo impressionante video della Build 161

Immagine
Avatar utente
MRK37

Admin
Pubbliche Relazioni
Ricerca e Sviluppo Fisica e Modellazione
Pilota GTC
 
Messaggi: 9452
Iscritto il: 28 dicembre 2008, 14:46

Re: Project CARS by Slightly Mad Studios

Messaggioda tommy86 » 2 marzo 2012, 11:42

Devono un po correggere i freni che si scaldano :rofl1:
Coordinatore Entry-Level
tommy86+nuvolari - RCC Swiss Team
Avatar utente
tommy86

Staff
Coordinatore F1 Entry Level
Ricerca e Sviluppo Fisica e Modellazione
Pilota GTC
 
Messaggi: 1780
Iscritto il: 16 febbraio 2011, 15:27
Località: BS

Re: Project CARS by Slightly Mad Studios

Messaggioda MRK37 » 2 marzo 2012, 21:34

Build 164 disponibile per i Junior Member+

Immagine

Build 164 (2/3/12, Junior Member+)
MUST START A NEW PROFILE WITH THIS BUILD

Reduced suspension forces linearly for AI at very low speeds
FFB road noise and force balancing tweaks
Remove custom printf hooks on exit to make sure they’re not called during CRT cleanup
Shadow improvements to work with time of day changing
Add missing default for track order override property.
Tweaked Logitech rumblestrip force
Adding per-car tweakable values for the behaviour of the surface sounds
Weather fix for dynamic particle lighting.
Adjust shadow update threshold
Tyre scrub effect for more capable wheels
Fix for spot shadows
Disabled cloud domes on a toggle
Reduce jolt impact for player to vehicle collisions
Fixed order of in game exit process to prevent the intermittent return to GUI crash caused by particle deletion order. Fixed particle manager cleanup to prevent multiple calls to Reset function
Updated adjustment of friction factors of contacts between vehicles
Computation of relative velocity between vehicles in contact now uses velocities at contact point
HUD: added new minimal HUD
HUD: backgrounds slightly darker
Wtc and sky texture tweaks
Headlights turn off later, wtc edit
Loire texture updates
Ariel Atom 3 – cockpit glow texture
Asano TDX – cockpit glow texture
Asano TDX – Steering wheel glow texture
Caterham R500 – cockpit glow texture
Gumpert Apollo – cockpit glow texture
HUD: fixed broken lap gadgets
HUD: adding laptimes to all HUD variants
Reduced bump amplitude for bumpyroads1 from 2cm to 1.4cm
Hide car when rear looking from roof cam
Reduced adrenalin, stamina and concentration effects on AI
Added new HUD fonts
Quick Race and Display screens updated
Updated the TRDs and tracklists to appear in the correct menu order
Fixed Motec display colour
Fix for START button, and support for Min/Max opponent difficulty
Added HUD Motec to a few cars
Reduced headlight range a little
5-10% reduction in tyre force multiplier
Added 64 grid support to AIW. TRD also updated. Tracks: Bologna, Connecticut Hill, Connecticut Hill Short
Improved DX11 tree shaders – increased alpha cut-off to match DX9, and moved alpha test to before dither to ensure it makes best use of alpha to coverage
New Connecticut exports
New Loire exports


=====================================================================================================

Build 163 (1/3/12, Senior Manager)
Moved hard-coded GameAudioManager skid sound tweaking out into SurfaceSoundConfig.hrdf. Updated the data to use HRDF instead of RTTI XML and removed old RTTI code/data
Widen race groove slightly
Weather system , new sphere dome
Reinstated phase 1 writing to trees, to block sun behind solid areas, plus increased phase 1 alpha test to prevent badly lit edges around trees
Wtc conditions removed to save texture mem
HUD: added generic Motec display
HUD: changed 3D elements for new minimal HUD
Temp sun disc stand in flare updated with proper one. new wtc added that uses hdr skydomes
Balancing changes – engine levels, exhausts, transmission, wind etc for all cars
Volume and 3D distance changes
New Northampton export

Build 162 (29/2/12, Senior Manager)
Fixed bug with “day lights” implementation which prevented light glows from appearing on them if the headlights were set up with a lens flare
Assign available custom liveries to AI.
Removed all the old wdf files as they are no use anymore.
Changed the cloud cover dds file to be clouds_shadow_heavy01
Set default weather clock speed to be 1 sec -> 1 min
Live editing enabled for all configs
Disable HUD vignette as it doesn’t play nicely with night skies
Shadows blurred by FXAA pass
Time scale factor at 60x for now pending GUI additions
Add start time and progression options
Fix for failing to load sky ring mesh
Fix for FXAA blurring shadows on DX11
Changed default race start time to 1pm
Updated camera positions for Formula B and X4
Cloud shadow textures added
Fix for sky dome not rendeirng hdr
Leonus F68: default steering ratio lowered to 12.0:1
Gumpert: changed order of liveries/paint in RCF
Ariel Atom 3 – cockpit glow texture. Doubled size
TDX – cockpit glow texture. Doubled size
TDX – Steering wheel glow texture. Doubled size
Caterham Superlight R500. Cockpit texture. Resized to correct size
Caterham Superlight R500. Cockpit glow texture. Doubled size
Gumpert Apollo S – Cockpit glow texture. Doubled size
Balanced AI tweakers so adjustments are not made based on race phase
HUD: New HUD design
Foliage shader conversion to fully alpha (with solid areas)
Formula A: physics update
Caterham – Stiffer tyres
TDX – Fixed damper slow and fast swapped. Re-adjsuted to suit
Fix shaders to stop DX11 suffering from dithered glass and trees

Build 161 (28/2/12, Manager+)
Filter out liveries with missing textures and validate profile data
Reset of custom DOF mode sets the camera focus to selected participant
Updated AI defaults
Fixed Ultra shadows back
Tyre sound thresholds adjusted to suit new tyres
HUD telemetry engine power and torque can show negative values
Adjust dirt buildup for a bit of dirt at race start and a lot at the end
Fixed bug in dirt generation
Reduce magnitude of FFB gear change effect for G25 and G27
Torque limiter and bump amplification, so that road is more visible during other forces
Racer car camera moved back and centered
Formula A: Adding more custom livery slots
Wheels shaders specular factor 1.0. Same diffuse reduction on both wheels shaders to fix evident blur transition
Fixed reported floating trees at Bathurst
Alterations to the chassis scrape sounds; using an additional bump sound and tamed scrape so that it’s more of a hit than before with larger forces and just a scrape with lighter forces. Needs further tuning and per car setup
Asano LM11: switched brake balance with fuel load on cockpit display
Leonus F68: Updated physics
New Bathurst export
New Asano X4 export


http://forum.wmdportal.com/downloads.php
Immagine
Avatar utente
MRK37

Admin
Pubbliche Relazioni
Ricerca e Sviluppo Fisica e Modellazione
Pilota GTC
 
Messaggi: 9452
Iscritto il: 28 dicembre 2008, 14:46

Re: Project CARS by Slightly Mad Studios

Messaggioda MRK37 » 3 marzo 2012, 15:59

Primo video di una gara notturna in pCARS. La feature è ancora in fase di lavorazione

Immagine
Avatar utente
MRK37

Admin
Pubbliche Relazioni
Ricerca e Sviluppo Fisica e Modellazione
Pilota GTC
 
Messaggi: 9452
Iscritto il: 28 dicembre 2008, 14:46

Re: Project CARS by Slightly Mad Studios

Messaggioda MRK37 » 9 marzo 2012, 20:47

Build 169 disponibile per i Team Member+

Immagine

Build 169 (9/3/12, Team Member +
MUST START A NEW PROFILE WITH THIS BUILD
Adjust grid placement percentages to 80% performance, 20% random
Fix in weather system for restarting a race
Adjusted minimum AI defaults
Fixes for cockpit steering wheel/driver arms anims during AI control and replay playback
HUD display: Fixed rpm bar background colour, added fuel readout
Fixed up Badenring grids and opponent counts
Corrected opponent count for Derby and Wisconsin
Added overall AI difficultly range based on place on grid using 60% position and 40% random to bias the field to stronger drivers at the front.
Removed applinks and data from the profile for old AI sliders
Bumped version of all vehicles for Friday’s stat reset
Reinstated use of phase 2 lighting data for trees – this allows headlights to cast onto them correctly
Caterham R500: LODA/B springs added
GUMPERT physics update
Constraint orientation of contact between vehicles is adjusted to help prevent scooping
Added a small range to AI driver minimum default sliders
New Caterham export
New Badenring historic export
New Belgium Forest export
New Loire exports
New Rouen export
Wisconsin Raceway added
Derby GP and National added


==============================================================================================================

Build 168 (8/3/12, Senior Manager)
Input: Default menu centering spring strength reduced to 0.15 for Fanatec CSRE.
Random settings for AI settings based on min/max ranges
New ranges for AI character tweakers to allow a larger set of characterisations
AI opponents max set to 35 for new AIW. New AIW with working pitlane, 18 pit spots and 36 garage spots. New Line and corridor tweaking for AI at Bathurst
Belgian forest – performance update
Added updated tracklist and xmls for Rouen (raceline and trees)
New Badenring exports
New Bathurst exports
Rouen added
Badenring Historic added

Build 167 (7/3/12, Senior Manager)
Update tyre noise code defaults to match latest data
Remove HUD leading zero on lap time minutes and remove minutes from +/- times when zero
AI and Player Headlight mapping, default mapping is numpad 3. This can be changed in the controller config page
AI used random number to work when it should turn on its lights
Fix for bug with lights on restart and beams during the day
Shadows fix for black/clear patches appearing when shadows are very long
Static envmap convolve is now done on a seperate frame to the render, distributing the cost (gains about 8-10% overall fps)
Complete overhaul of UI centering spring implementation
Shadow FXAA only applied in high or ultra shadows
Build script : Added support for split installer ziping for patches
Asano X4: new LIGHTS material/textures for fully lit headlight case
Default day changed to june 22nd, daylight saving, location venice (nearest to bologna), new textures added for skies with higher sun
Reduced headlight spread a little.
Updates with 54 angles garage spots in theAIW. Set TRD to maxim of 53 AI at California Raceway
Added West Glencairn crowd placemt
Added new & up-to-date TRDs for the Badenring (GP, NAT, Short, Historic)
F68: more physics changes for stability
Badenring logo/temp map added
Formula A: Physics changes
New Asano X4 export
New Gumpert Apollo export
New Connecticut Hill exports
Badenring added to the game
Known Issue: Modern driver in the F68

Build 166 (6/3/12, Manager+)
HUD: fixed overlapping on laptimes element
Added 46 grage spots. Reset TRDs to suport 46 car grid at Connecticut Hill
Reset max participants to 32 until garage spots can be set at Bologna
Increase amount and volume of tyre noise
Bug fixing on ToD
Build 165 (5/3/12, Senior Manager)
Code to spread the generation of the emvmaps over time
Add ability to override gearstick animation use per view
Switch CNM driver mode to use 3PV animation but with gear-changes enabled
Fixes for spot shadow filtering (and directional shadow filtering on ATI)
Gumpert Apollo: physics update
Gumpert Apollo: skid multiplier adjusted for new tires. lowered turbo volume as it was overpowering the scene
Formula A: physics changes to improve low speed stability
New Belgian Forest export
New Bologna exports
Build 164 (2/3/12, Junior Member+)
MUST START A NEW PROFILE WITH THIS BUILD
Reduced suspension forces linearly for AI at very low speeds
FFB road noise and force balancing tweaks
Remove custom printf hooks on exit to make sure they’re not called during CRT cleanup
Shadow improvements to work with time of day changing
Add missing default for track order override property.
Tweaked Logitech rumblestrip force
Adding per-car tweakable values for the behaviour of the surface sounds
Weather fix for dynamic particle lighting.
Adjust shadow update threshold
Tyre scrub effect for more capable wheels
Fix for spot shadows
Disabled cloud domes on a toggle
Reduce jolt impact for player to vehicle collisions
Fixed order of in game exit process to prevent the intermittent return to GUI crash caused by particle deletion order. Fixed particle manager cleanup to prevent multiple calls to Reset function
Updated adjustment of friction factors of contacts between vehicles
Computation of relative velocity between vehicles in contact now uses velocities at contact point
HUD: added new minimal HUD
HUD: backgrounds slightly darker
Wtc and sky texture tweaks
Headlights turn off later, wtc edit
Loire texture updates
Ariel Atom 3 – cockpit glow texture
Asano TDX – cockpit glow texture
Asano TDX – Steering wheel glow texture
Caterham R500 – cockpit glow texture
Gumpert Apollo – cockpit glow texture
HUD: fixed broken lap gadgets
HUD: adding laptimes to all HUD variants
Reduced bump amplitude for bumpyroads1 from 2cm to 1.4cm
Hide car when rear looking from roof cam
Reduced adrenalin, stamina and concentration effects on AI
Added new HUD fonts
Quick Race and Display screens updated
Updated the TRDs and tracklists to appear in the correct menu order
Fixed Motec display colour
Fix for START button, and support for Min/Max opponent difficulty
Added HUD Motec to a few cars
Reduced headlight range a little
5-10% reduction in tyre force multiplier
Added 64 grid support to AIW. TRD also updated. Tracks: Bologna, Connecticut Hill, Connecticut Hill Short
Improved DX11 tree shaders – increased alpha cut-off to match DX9, and moved alpha test to before dither to ensure it makes best use of alpha to coverage
New Connecticut exports
New Loire exports
Build 163 (1/3/12, Senior Manager)
Moved hard-coded GameAudioManager skid sound tweaking out into SurfaceSoundConfig.hrdf. Updated the data to use HRDF instead of RTTI XML and removed old RTTI code/data
Widen race groove slightly
Weather system , new sphere dome
Reinstated phase 1 writing to trees, to block sun behind solid areas, plus increased phase 1 alpha test to prevent badly lit edges around trees
Wtc conditions removed to save texture mem
HUD: added generic Motec display
HUD: changed 3D elements for new minimal HUD
Temp sun disc stand in flare updated with proper one. new wtc added that uses hdr skydomes
Balancing changes – engine levels, exhausts, transmission, wind etc for all cars
Volume and 3D distance changes
New Northampton export

http://forum.wmdportal.com/downloads.php
Immagine
Avatar utente
MRK37

Admin
Pubbliche Relazioni
Ricerca e Sviluppo Fisica e Modellazione
Pilota GTC
 
Messaggi: 9452
Iscritto il: 28 dicembre 2008, 14:46

Re: Project CARS by Slightly Mad Studios

Messaggioda MRK37 » 10 marzo 2012, 11:52

Con la nuova Build di Cars, oltre ai miglioramenti e ai fix consueti, abbiamo l'introduzione di ben 5 nuovi tracciati che accontenteranno sia i fan dei tracciati moderni sia quelli degli storici. I circuiti inseriti sono:

- Hockenheim (layout moderno + layout storico)
- Rouen-Les-Essarts
- Donington Park
- Wisconsin

Ovviamente, per questioni di diritti, questi tracciati utilizzano nomi fittizi in-game ma grazie alla loro estrema accuratezza non faticherete a riconoscerli. A seguire trovate un ampia e bellissima gallery che mostra le anteprime dei nuovi circuiti

Immagine Immagine Immagine Immagine Immagine
Immagine Immagine Immagine Immagine Immagine
Immagine Immagine
Immagine
Avatar utente
MRK37

Admin
Pubbliche Relazioni
Ricerca e Sviluppo Fisica e Modellazione
Pilota GTC
 
Messaggi: 9452
Iscritto il: 28 dicembre 2008, 14:46

Re: Project CARS by Slightly Mad Studios

Messaggioda MRK37 » 11 marzo 2012, 9:46

Immagine

Slightly Mad Studios ha pubblicato una serie di renders della monoposto britannica Briggs Automotive Company’s Mono (BAC Mono), che verrà inclusa nelle prossime Build di pCARS.

BAC Mono è una roadster molto leggera e omologata per l'uso stradale, che permette anche agli automobilisti comuni di provare una monoposto senza per forza dover scendere in pista. Le prestazioni offerte sono eccezionali grazie ad una aerodinamica raffinata, alle sospensioni da corsa di tipo pushrod e ai dischi freno assai generosi da 295mm. Sul lato sicurezza non si fa mancare niente, possiede infatti la cellula di sicurezza omologata dalla FIA.

La BAC Mono dispone di un motore 2.3 di origine Cosworth che eroga 280cv a 7700 giri accoppiato ad un cambio sequenziale a sei marce di origine F3. Il suo peso molto ridotto (540 Kg) le permette di bruciare lo 0-60 miglia in soli 2,8 secondi, con una velocità d'uscita di 170mph.

La BAC Mono sarà disponibile, con ogni probabilità, verso la fine del 2012. A seguire trovate una gallery con tutti i renders pubblicati

Immagine ImmagineImmagine Immagine
Immagine Immagine Immagine

http://www.wmdportal.com/
Immagine
Avatar utente
MRK37

Admin
Pubbliche Relazioni
Ricerca e Sviluppo Fisica e Modellazione
Pilota GTC
 
Messaggi: 9452
Iscritto il: 28 dicembre 2008, 14:46

Re: Project CARS by Slightly Mad Studios

Messaggioda MRK37 » 12 marzo 2012, 20:05

Immagine

Dopo i 5 circuiti aggiunti nella ultima Build di pCARS, Slightly Mad Studios non accenna a volersi fermare mostrandoci i primi scatti del Mugello (Florence Circuit). La pista toscana, di proprietà della Ferrari, verrà inserita nell'imminente build 170 di Project CARS assieme ad altri 2 tracciati, Besos e Anhalt. A seguire la gallery completa del Mugello:

Immagine Immagine Immagine Immagine Immagine
Immagine Immagine Immagine Immagine Immagine
Immagine
Avatar utente
MRK37

Admin
Pubbliche Relazioni
Ricerca e Sviluppo Fisica e Modellazione
Pilota GTC
 
Messaggi: 9452
Iscritto il: 28 dicembre 2008, 14:46

Re: Project CARS by Slightly Mad Studios

Messaggioda MRK37 » 13 marzo 2012, 13:31

Ecco le 2 nuove piste attese nella Build 170, Besos e Anhalt sono rispettivamente Barcellona e Oschersleben. Qui sotto alcuni screens in anteprima:

Immagine Immagine Immagine
Immagine Immagine Immagine
Immagine
Avatar utente
MRK37

Admin
Pubbliche Relazioni
Ricerca e Sviluppo Fisica e Modellazione
Pilota GTC
 
Messaggi: 9452
Iscritto il: 28 dicembre 2008, 14:46

Re: Project CARS by Slightly Mad Studios

Messaggioda MRK37 » 14 marzo 2012, 13:26

Continua senza sosta la marcia di pCARS, nella build di Venerdi disponibile per i Team Member+ sarà presente anche l'autodromo di Monza!

Immagine Immagine Immagine Immagine
Immagine Immagine Immagine Immagine
Immagine
Avatar utente
MRK37

Admin
Pubbliche Relazioni
Ricerca e Sviluppo Fisica e Modellazione
Pilota GTC
 
Messaggi: 9452
Iscritto il: 28 dicembre 2008, 14:46

Re: Project CARS by Slightly Mad Studios

Messaggioda MRK37 » 18 marzo 2012, 19:25

Build 174 disponibile per i Team Member +

Immagine

Build 174 (16/3/12, Team Member +)
MUST START A NEW PROFILE WITH THIS BUILD

Shadowcontrol (DX11) multithreading fix
Bug fixes for missing forces and software effect mixer issues
Change default date to 22nd June
Fixed spawning on the grid from a practice/qualify session when no pit lane exists
App Support camera fix for crash when closing down the track camera manager
Readded rumble strip effect for gamepads and missing marble vibe
Added cockpit exposure interpolation factor to environment manager, to allow balancing between fully in-cockpit and fully external exposure settings
Debug menu functions added to allow in game control of cockpit exposure interpolation factor
Added in setup for Weather Descriptions
Fix for crash on exit, when exiting from in-game to desktop
Enable weather option
We now animate between weather conditions
Increased default gain for Logitech wheels
New setups for hazey and overcast. clear setup dusk tweaked
Added cam filesfor Jin Ding
Additional track logos/maps and login screen reverted back to the black diagonal background
Formula A: suspension animations
Formula A: Removed extra custom liveries
Racer: started CPIT optimization (10k polys cut), setup changes for display illumination
Cloud shadows slower
New Anhalt exports
New Badenring exports
New Besos exports
New Derby exports
New Florence exports
New Jin Din export
New Milan exports

Build 173 (15/3/12, Senior Manager)

MUST START A NEW PROFILE WITH THIS BUILD

FFB : Major update to integrate AJ’s Mz algorithm
Restored spawning of particle effects on impacts
DX11 core StretchRect helper made multithreading safe
Fix pit lane limiter enabing in free practice when the track does not have a pit lane
FFB stationary spring rewritten. Vehicle sets updated with stationary spring tweaker (new profile required)
Switched ROOF CAM to use higher res driver model
Changes to the dynamic weather system:
Enviroment Manager now takes inputs such as long , lat and date.
From this we now work out the suns Azmulth and Elevation from any place on Earth at any time.
The suns information now feeds into the Weather system to give us our weather state.
Our weather data keys are now keyed against the suns elevation based on if its rising or falling.
Note the date will tick when clock goes past midnight.
Milan and Rouen Short logos/maps added
Add grid position option to profile and GUI.
Added environment sounds to Bologna track
Activated patch profile deletion for 0173
New Atom exports
New Rouen exports
Milan GP and Short added

Build 172 (14/3/12, Senior Manager)
Latest FFB deadzone updates
Updating default gain for Logitech wheels. Copied some settings from G27 to Momo
Reworked DX11 MSAA handling of resolves
- fixes MSAA 2x DX11 corruption
- 4% perf increase in MSAA 4x
- 2% perf increase in MSAA 2x
Support for -1.0 -> 2.0 in AI min/max sliders to help extend range
Adjusted defaults for AI min/max sliders
New midday sky textures less cyan
UV seam in sky textures removed
Classic Driver back in the F68
New AIW with grid size of 36, 18 pit spots.. Calcualted fueluse, checked lines and corridors. TRD updated for new grid size at Badenring and Anhalt
Palmer JPLM: UV mapping fixes at the rear
New AIW’s with grid size of 36. Twekaed AI corridors and driving lines. Editied TRD’s for grid size of 36 at Badenring Historic and Besos
Fixed cut tracks being 1/3 the way across the track at the 3 waypoints near the end of the esses at Bathurst
New Ariel Atom 3 export
New Asano X4 export
New Asano LM11 export
New Northampton export
New Wisconsin Raceway export

Known Issue: Game asserts when exiting from the GUI

Build 171 (13/3/12, Manager+)
Bug fixes regarding wheel lock and circular deadzone
Windscreen reflection strength scaled up and made dynamic, so that as time of day changes it can adjust to match
Fix for ‘looking back’ camera incorrectly using the cockpit settings (when in the cockpit)
Fix leaking shadow rotation textures
Added cobbles terrain to cut track valid test
Added lods for kart tracks
Vehicles: ambient shadow update on all cars for larger projection area and set texture to read as linear instead of sRGB
Leonus F68 full 360 steering. Palmer JPLM pass1 animations
New physics pass on the Leonus 68
Updated all TRD’s with Longitude, Latitude and Timezone data
Fix for Dark Cockpit bug!
Skyrings now properly occlude the sun. (this means that as the sun dips behind this horizon it will fade off nicely)
Aries: New HUD Mini element
Formula A: added livery names
Palmer JPLM updated: animations, driver position, camera position
Racer: updated unlit display textures, new lit display textures added
Changed the intro background and top bar in preparation for further improvements
New Racer exports
New Palmer export
Annhalt GP and National added
Besos GP and National added
Florence GP and Short added

Build 170 (12/3/12, Senior Manager)
Removed two code asserts which were not necessary as they kicked in when loading cockpit meshes
Added support for concurrent competitions with different start/end times. Events are sorted into end time order and default view to the first available ‘open’ competition. Competitions are described by the server and can be locked down by car, track and forced default setup flag at this time. Basic work complete, refinement of GUI required, and car select system needs to be made available to the Events screen.
Competitions/Events: when the required content is not installed, allow the player to view the event details but display DLC text and disable relevant buttons to prevent participation.
Fixed bugs in PC session volume query to avoid disk space check on CDROM drives and avoid duplicate drive names
New liveries for Forumla A
Crowds/billboards and track textures updates
Fix for external cameras Racer engine audio
Added Palmer Jaguar to the game
Bologna Long Lat and Timezone settings adjustments
New modern Badenring exports

http://forum.wmdportal.com/downloads.php
Immagine
Avatar utente
MRK37

Admin
Pubbliche Relazioni
Ricerca e Sviluppo Fisica e Modellazione
Pilota GTC
 
Messaggi: 9452
Iscritto il: 28 dicembre 2008, 14:46

Re: Project CARS by Slightly Mad Studios

Messaggioda MRK37 » 20 marzo 2012, 2:00

Nuove anteprime per la BAC Mono

Immagine Immagine
Immagine Immagine
Immagine
Immagine
Avatar utente
MRK37

Admin
Pubbliche Relazioni
Ricerca e Sviluppo Fisica e Modellazione
Pilota GTC
 
Messaggi: 9452
Iscritto il: 28 dicembre 2008, 14:46

Re: Project CARS by Slightly Mad Studios

Messaggioda MRK37 » 21 marzo 2012, 23:11

Immagine

Project CARS tra 2-3 settimane chiude le iscrizioni! Visto il grande successo riscosso e l'enorme introito già incassato (sul sito si legge quasi mezzo milione di euro), Slightly Mad Studios ha deciso di terminare le partecipazioni al progetto e di "riaprire" soltanto a gioco completato. Quindi se siete intenzionati ad acquistare una licenza oppure volete modificare il vostro status (ad es. da Junior Member a Team Member) questo è il momento.

Ci saranno tante novità all'interno della struttura di Slightly Mad Studios ma ciò non comporterà alcuna variazione in pCARS, tutti i membri continueranno a seguire lo sviluppo e a ricevere build e aggiornamenti come prima. Chi rimane fuori dallo sviluppo dovrà invece attendere l'uscita del titolo completo prevista per il 2013.
Immagine
Avatar utente
MRK37

Admin
Pubbliche Relazioni
Ricerca e Sviluppo Fisica e Modellazione
Pilota GTC
 
Messaggi: 9452
Iscritto il: 28 dicembre 2008, 14:46

Re: Project CARS by Slightly Mad Studios

Messaggioda Beppe16v » 22 marzo 2012, 18:34

Beh mi piacerebbe, ma se mi confermate (chi ce l'ha) che con la mia configurazione, che praticamente ricalca o quasi la minima pubblicata, non ha molto senso... lascio perdere. Sarebbe solo per "voglia" di vedere tutto quello che offrono in giro.
Immagine
[F1Swiss 2008] "Si può avere un n°1 enorme sul muso?" - "No però però se vuoi ti facciamo un enorme muso..."
Avatar utente
Beppe16v

Admin
Pilota F1 Swiss
Pilota GTC
Ricerca e Sviluppo Test Driver
 
Messaggi: 3234
Iscritto il: 10 ottobre 2005, 15:09
Località: Firenze!

PrecedenteProssimo

Torna a Novità

 


  • Argomenti correlati
    Risposte
    Visite
    Ultimo messaggio

Chi c’è in linea

Visitano il forum: Nessuno e 1 ospite