Online
* 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.
Career
* 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.
Controls
* 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.
Tracks
* 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.
Vehicles
* 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.
GUI & HUD
* 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.
General
* 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 0.7.0.0.
- NOTE - If you experience a black flicker/flash in the right eye view when playing in VR, please ensure that you have VSync enabled.
Online
* 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.
Career
* 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.
Controls
* 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.
Tracks
* 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.
Vehicles
* 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.
GUI & HUD
* 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.
General
* 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
The next payment is expected to be made on December 7th (this date can change, if needed), and it should be completed within few days (I will tell everyone when the process will start and when it will end).
juniors €6.12
Team members €15.3
full members €27.54
senior members €61.20
The next payment is expected to be made on December 7th (this date can change, if needed), and it should be completed within few days (I will tell everyone when the process will start and when it will end).
juniors €6.12
Team members €15.3
full members €27.54
senior members €61.20
-RaiTz-, rahaga, mis sa saad, kui tüüpe backisid aastaid tagasi.
Korra juba sain kõik raha tagasi, kas nüüd antakse topelt tagasi?
ei tea kas just topelt, aga midagi nad scarti jutu järgi tahavad anda jah. põmst see asi oli nagu kõrge riskiga investeeringuna mõeldud, mitte päris, aga midagi taolist... ehk siis võid saada üldse näiteks oma raha kas 10x või 100x tagasi, mis on muidugi utoopia, aga noh, jah, vähemalt tore näha, et kuigi mäng ise mulle viimasena teada olevalt neilt s!ttagi välja ei tulnud, siis vähemalt mingit klotsi kukub.
Mängul muidugi omad plussid aga korralike simudega nagu nt raceroom võrrelda, küll jääb ffb alla ning mia kõige tähtsam, selle mängu autode helid mulle absull ei istu. Samas jällegi radasi ja autosid on palju ning graafika ka vägahea, eriti meeldib kiivri vaade sõitmisel.
Physics & Tyres
• Neutralized the top speed advantage of running zero camber on many tires.
• Reduced flash layer temperature cap for GT3/LMP and other slick tires to make them less prone to overheating.
• Classic Lotus cars: Disabled patch-to-hub on several tyre carcass models as it was creating a strong low-speed FFB buzz.
Controls
• Update to latest Fanatec SDK
Career
• Corrected the German name for the LMP3 UK Semi-Pro Championship
Tracks
• Rouen Short – Reworked the AI paths around the hairpin area to try and keep the historic cars from running up the hill on exit when in tight packs.
Vehicles
• Repositioned the cockpit camera view to a proper center point for a number of vehicles that were reported to be incorrectly positioned.
Audio
• Lotus 40 and 49 - Rebalanced the AI vehicle volume.
Render
• Antialiasing mode DS2M fixed for AMD GPUs.
UDP streaming support
Fixed a bug where the streaming rate option in the GUI was not working correctly. The option is enabled via the ‘Game play’ menu ‘UDP mode’. This can be selected between off and 1-9. The number represents the UDP streaming data rate as follows:
UDP off
UDP 1 60/sec (16ms)
UDP 2 50/sec (20ms)
UDP 3 40/sec (25ms)
UDP 4 30/sec (32ms)
UDP 5 20/sec (50ms)
UDP 6 15/sec (66ms)
UDP 7 10/sec (100ms)
UDP 8 05/sec (200ms)
UDP 9 01/sec (1000ms)
The stream is sent to a broadcast address (255.255.255.255) on port 5606.
Oculus Rift
All UI screens are now correctly mirrored on the main monitor.
The following entries refer to fields in the OculusSettings.xml file located in your Documents/Project CARS folder. This file is auto-generated the first time you run the game with the headset active.
VSync – "false" will ignore any user setting and use the code default (currently set to off). "true" will use whatever vsync is set to in the "graphicsconfigoculusdx11.xml" file in your Documents/Project CARS folder.
ResetVR - Changed automatic camera position reset at race start to be user controlled, providing 4 options:
0 – Always use Oculus system default position
1 - Reset view once at boot-up only
2 - Reset at start of race, but only once per execution of the game
4 - Reset at start of every race (supersedes case above)
These values can be combined by adding up, for example:
3 – Reset at boot and at start of the first race
NearZ – Overrides the game’s default NearZ value for player cameras (0.1). This value determines how close to the camera the 3D world will stop drawing. Setting this override to a value less than the default will allow for less clipping of objects close to the camera. Too low values may cause some texture flickering on objects in the game world. Try values around 0.05 as a starting point. Setting it to 0 will use the default game value.
GForce – Overrides the Camera Movement value that simulates G-force effects on the player’s head. Valid range is 0-1. Setting it to -1 will use the value set in the game options.
WorldMovement – Overrides the Camera Movement value that controls how the visible movement is balanced between the world vs the car. Valid range is 0-100. Setting it to -1 will use the value set in the game options.
exposureFOV – This field allows you to control the FOV that’s used to calculate the HDR exposure. This is very useful for closed-cockpit cars where the default VR FOV of 120 typically causes the outside view to be extremely bright. Setting it to 0 will use the default FOV.
Vehicles
• McLaren F1 GTR - adjusted cockpit exposure, fixed visual clipping issues.
• Radical RXC Turbo - Fixed typo in statistics file. Engine now correctly displays as V6 not V8, Fixed asymmetry typo in default setup spring rates.
• Lotus 51 - Fixed a typo giving 100 steps to rear fast rebound damper settings instead of 10. Default values were unaffected.
• Renault Megane RS265 - Fixed typo causing asymmetry in default setup springs.
• KTM X-Bow - Fixed clipping on the roof camera.
Tracks
• Cadwell Park – Fixed an issue where cars while on the main straight would hit the pit wall at a certain spot and be disqualified.
• Ruapuna all layouts - updated the position of the pit exit trigger so it's after the start line trigger. Full optimisation pass done on all the layouts to improve performance.
Physics, Tires and Setups
• Further adjustment of heating on under-inflated tires where it was reduced as part of the discontinuity fix.
• Fixed issues with players not being able to save setups to DLC tracks, if they started their profile with older versions of the game.
GUI
• DLC cars and tracks will now remain selected between game sessions.
• Fixed a bug where some tracks with forced rolling starts was locking out the rolling start option after moving to a different track.
UDP
• Extended joypad and dpad bitfields to include some extra buttons on steering wheels. Added 'same class as player' flag in participant info mSector field. Fixed a couple of issues with packet types 1/2 not sending at the correct rate.
Render
• Fixed bloom not working correctly on any MSAA mode on PC.
Kas kellelgi G25/27 jaoks sellist FFB settingut on, kus rooli keeramine meenutaks mingitmoodigi päris autot? Ma sõidan peamiselt road masinatega ja no ei saa mina aru, kuidas on reaalne kui a la focus RS'i ja evode roolid käivad nagu zilil.
Kas kellelgi G25/27 jaoks sellist FFB settingut on, kus rooli keeramine meenutaks mingitmoodigi päris autot? Ma sõidan peamiselt road masinatega ja no ei saa mina aru, kuidas on reaalne kui a la focus RS'i ja evode roolid käivad nagu zilil.
Sama probleem Momo racing rooliga. Kui Dirt Rallys tunneb teed ja autot läbi rooli siis Project carsis keeraks nagu roostes veekraani mitte autorooli.
Antud m2ngus minuarust alla gt4 klassi ei kannata v2ga m2ngida. Autod l2hevad otse ja ujuvad jne. Cars nagu m6eldud rinka masina m2nguks. Aga see k6gest minu arvamus _________________ Mis vahe on tegelikkusel ja reaalsusel? Vahet pole!
8 FULL patch'i ja... hmm, no ei ole edasiminekut :S Mingi hetk isegi oli lootust, et mõne masinaga võiks mõnda rada mida kusagil mujal (veel) pole, vähe nautida, aga ei... :D
Juhuslikult komistasin e-sports'i teemadel ühe hea intervjuu otsa. https://www.gtplanet.net/interview-team-redline-pt1/
Dom Duhan: We need racing titles in eSports, currently they haven’t had a lot of traction. (vihje siis pCars'i, iRacing'u ja GranTurismo füüsikale)
Proovige selle asemel RaceRoom Racing Experience'i ja kohe süda rahul. Üli hea füüsikaga mäng.
Kui kuhugi oma raha alla panna, siis ainult ja ainult rFactor2-le.
1) Originaalne ja hetkel ainus ISImotor2.5 simulaator. (RRE on ISImotor2.0 füüsikamootoril payware)
2) Investeering võimaldab ISI-l kiiremini mängumootorit arendada, mida tulevikus saab teistele arendajatele edasi müüa.
3) 3-4 aasta pärast rohkem simulaatoreid, millel on olemas tõeliselt next-gen füüsikamootor.
Proovige selle asemel RaceRoom Racing Experience'i ja kohe süda rahul. Üli hea füüsikaga mäng.
Kui kuhugi oma raha alla panna, siis ainult ja ainult rFactor2-le.
1) Originaalne ja hetkel ainus ISImotor2.5 simulaator. (RRE on ISImotor2.0 füüsikamootoril payware)
2) Investeering võimaldab ISI-l kiiremini mängumootorit arendada, mida tulevikus saab teistele arendajatele edasi müüa.
3) 3-4 aasta pärast rohkem simulaatoreid, millel on olemas tõeliselt next-gen füüsikamootor.
1)Kõik teised simud (näiteks iRacing), mis ISImotor2.5'l ei ole on siis halvad ja raha sinna poleks mõtet alla panna?
2)Investeering teistesse mängudesse aitab jällegist teisi arendajaid, miks ISI nii eriline on et ainult nemad raha väärivad?
3)Õige! Nüüd 3-4 aastat ei tohiks keegi mitte midagi osta sest varsti võib midagi paremat tulla.
Proovige selle asemel RaceRoom Racing Experience'i ja kohe süda rahul. Üli hea füüsikaga mäng.
Kui kuhugi oma raha alla panna, siis ainult ja ainult rFactor2-le.
1) Originaalne ja hetkel ainus ISImotor2.5 simulaator. (RRE on ISImotor2.0 füüsikamootoril payware)
2) Investeering võimaldab ISI-l kiiremini mängumootorit arendada, mida tulevikus saab teistele arendajatele edasi müüa.
3) 3-4 aasta pärast rohkem simulaatoreid, millel on olemas tõeliselt next-gen füüsikamootor.
1)Kõik teised simud (näiteks iRacing), mis ISImotor2.5'l ei ole on siis halvad ja raha sinna poleks mõtet alla panna?
2)Investeering teistesse mängudesse aitab jällegist teisi arendajaid, miks ISI nii eriline on et ainult nemad raha väärivad?
3)Õige! Nüüd 3-4 aastat ei tohiks keegi mitte midagi osta sest varsti võib midagi paremat tulla.
See on minu isiklik arvamus. Milleks soovitada vana asja uues pakendis kui saab ka uut asja "vanas" pakendis.
Will91, Oled ise proovinud RRRE'd ?
Lisaks tooksin plussiks veel kõvasti ilusama graafika ja masinate helid mis on meeletult head.
Usun et nüüd tuleb kohe teema et simu ei pea hea välja nägema aga siinkohal vaidleks vastu ja sellise arvamuse taga pole ainult mina.
Will91, Oled ise proovinud RRRE'd ?
Lisaks tooksin plussiks veel kõvasti ilusama graafika ja masinate helid mis on meeletult head.
Usun et nüüd tuleb kohe teema et simu ei pea hea välja nägema aga siinkohal vaidleks vastu ja sellise arvamuse taga pole ainult mina.
Ikka olen ning tean millest räägin. Kui sul on raha R3E sisu osta, siis proovi kindlasti ka Reiza GSCE-d (nüüd Automobilista). Nils on ka sinna "veel paremaid" autofüüsikaid teinud (Formula Vee jt).
Väga hea graafika ja audio on Simbin'is (nüüd S3S) alati omal kohal olnud. Aastate jooksul on palgal hoitud väga häid modeleerijaid (viimastatel aastatel lisandud kunagistest vabaagentidest nt Com8, 6e66o, feels3 jt).
Aga füüsika osas pidin lihtsalt ära mainima, et selles osas pole nüüd küll midagi eriti uut ja "ülihead" - ISImotor2.0-l on siiski omad piirangud, S3S'il pole kusjuures avatud lähtekoodi nagu Reiza uuel Automobilistal.
btw. See kuidas ISI rF2 uue graafikamootori on üles ehitanud on by default väga ilus. Atmosfäär on ainulaadne (dünaamiline vs staatiline).
- küsimus ei ole selles "kumba sim on parem", vaid selles, et ISI arendab ISImotor'it. R3E kasutab ikka samu parameetreid, mis juba RACE07-mel olid.
sa ei või postitada uusi teemasid siia foorumisse sa ei või vastata selle foorumi teemadele sa ei või muuta oma postitusi selles foorumis sa ei või kustutada oma postitusi selles foorumis sa ei või vastata küsitlustele selles foorumis sa ei saa lisada manuseid selles foorumis sa võid manuseid alla laadida selles foorumis
Hinnavaatlus ei vastuta foorumis tehtud postituste eest.