Project Cars News

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Project Cars News

Post  GLR Viper58 on Sun Sep 23, 2012 2:07 pm

Here is an interesting link showing a comparison between real life and project cars at Nurburgring in a Pagani...



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Re: Project Cars News

Post  Midnite Rider on Sun Sep 23, 2012 2:43 pm

Nice, thanks for sharing.

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Re: Project Cars News

Post  Guest on Tue Oct 02, 2012 9:11 pm

3 Multiplayer test videos for Project cars.




Us regular members will be able to test the multiplayer features for ourselves soon.

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Re: Project Cars News

Post  bargainhunter1 on Wed Oct 03, 2012 1:44 pm

Hopefully it comes out in March 2012!!
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Re: Project Cars News

Post  GLR Viper58 on Wed Oct 03, 2012 7:21 pm

Clearly the rich guys are not the best of the drivers out there....

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Re: Project Cars News

Post  Guest on Wed Oct 03, 2012 8:06 pm

GLR Viper58 wrote:Clearly the rich guys are not the best of the drivers out there....


Yep makes me laugh because most of these guy's have got all the right gear: top spec gaming PC's, triple screens, racing seats and top of the range steering wheels.

It's not what you got it's how you use it I guess. I'm using a knackered old xbox pad and I can do better than them Smile

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Re: Project Cars News

Post  Midnite Rider on Wed Oct 03, 2012 8:19 pm

Yeah, it's definitely the loose nut behind the wheel that is responsible! Wink

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Re: Project Cars News

Post  Guest on Thu Oct 11, 2012 12:42 pm

Just a quick update on my Project Cars status.

I've just upgraded my tool pack to Senior Member (100 euros) which means I now have access to the Multiplayer mode Very Happy Very Happy

I'll provide some feedback once I've given it a try.

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Re: Project Cars News

Post  BOOST on Thu Oct 11, 2012 1:58 pm

GLR Nelly75 wrote:
GLR Viper58 wrote:Clearly the rich guys are not the best of the drivers out there....


Yep makes me laugh because most of these guy's have got all the right gear: top spec gaming PC's, triple screens, racing seats and top of the range steering wheels.

It's not what you got it's how you use it I guess. I'm using a knackered old xbox pad and I can do better than them Smile

lol yea, all that gear just to get whooped by a 15yo on a controller and a 13inch tube style tv, lol

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Re: Project Cars News

Post  Guest on Tue Oct 16, 2012 3:33 am

Another quick update for Project Cars.
Just had my first go on the Multiplayer mode and well let's just say it's really early days Wink

The servers are really bad and there's ton's of lag. But they have stated that there own servers will be dedicated.
The ones there using at the moment are Host based and the guy that was hosting is in Australia. He was friendly enough but his connection was terrible.

There's no in game voice chat, just a message board with text entry bar.

When I mentioned I was from England out came the jokes about Jimmy Saville Very Happy

All in all great time but there's still a lot more work to do.

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Re: Project Cars News

Post  Guest on Thu Nov 08, 2012 10:59 pm

Two bit's of news.

Firstly I've upgraded my membership status from Senior Member to Manager it's quite a hefty amount extra but in the long run the return will be quite nice.

Secondly Slightly Mad Studios are reaching their funding cut-off point of 3.75 million euros, so if you haven't already get on their site and get paid up otherwise you will miss out.

The toolpacks available are as follows:
Junior Member -- 10 euro's
Team Member --- 25 euro's
Full Member ----- 45 euro's
Senior Member -- 100 euro's
Project Manager - 1000 euro's (My current toolpack)
Senior Manager -- 25000 euro's

I would recommend Senior Member or higher because once funding is
cut-off YOU WONT BE ABLE TO UPGRADE !!
Also the lower member levels don't get all the features for example Junior Members can't access the Multiplayer mode and certain cars / tracks aren't available to everyone.

I found this on You-Tube earlier which clears up the plans for the game and outlines a load of features we can expect. It's quite a long but well worth a look.



Visit the WMD forums for more details at http://forum.wmdportal.com/forum.php

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Re: Project Cars News

Post  Guest on Sat Nov 10, 2012 5:02 pm

Funding for Project Cars is now complete, No new members and current members cannot upgrade.

Glad I upgraded when I did Very Happy

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Re: Project Cars News

Post  Guest on Mon Nov 12, 2012 12:01 pm

Got some really exciting news Nicolas Hamilton has joined the Project Cars development team Very Happy Very Happy Very Happy

Here's the post from Suzy Wallace SMS Producer:

Slightly Mad Studios Welcomes Nicolas Hamilton

Slightly Mad Studios is delighted to announce the newest contributor to Project CARS as real-life racing driver Nicolas Hamilton has joined the studio as Handling Consultant for the new title. Nicolas is an excellent fit for Project CARS as his experience combines vast knowledge from racing in the real world and roots in simulation racing, allowing him to understand both sides and effectively help Project CARS fulfil its potential.

Born in Herfordshire, England, in 1992, Nicolas was brought up in the motorsports world alongside older brother Lewis. Born with Cerebral Palsy, Nicolas has always made sure this wouldn’t stop him from pursing his passion for racing. After a first try of karting at the age of 7, Nicolas’ racing career kicked into higher gear in 2010 when he impressed everyone testing a BMW M3 at Palmer Sport. His smooth driving style earned him his MSA Novice Racing License and secured him a seat in the Air Asia Renault Clio Cup where he has been competing ever since. Nicolas has started his second Clio Cup season this year, driving for T.C.R.

Aside from making it in the real racing world, Nicolas has also made a name for himself in simulation racing, finishing first in the 2009 SBTCC Championship and racing successful in plenty of other community-organized sim racing events.

Nicolas will be assisting the development team with making the handling in Project CARS as authentic as possible, as well as providing other general feedback. Furthermore, he’ll join tens of thousands of members in the WMD forums, sharing his view of all the latest developments in a weekly blog for all members to enjoy.

Please join me in welcoming Nic to the team! Smile

And here's a quote from Nicolas himself later in the thread:

Hey guys, Thank you all for your kind comments and for giving me such a warm welcome. I am so happy to be apart of such a great project, sim racing is what started off my 'Real-life' racing career and so I am very dedicated in giving my feedback to make this game as good as it possibly can.

In reply to a couple of people who were joking around about the 'Stats' saying I use a gamepad, I use a Thrustmaster T500 RS with the F1 Wheel, for some reason my PC does not realise that it is a Wheel and not a gamepad. As I am disabled, I do not use Pedals, I just use the buttons on the wheel to accelerate and brake, and so because of this, I have ABS on Smile. I have been trying the latest build out and so far I am loving it.

Im happy to help with setups or anything you guys need, I have set quite a good lap in the BMW Z4 GT3 car around Spa and have found a good setup.

Once again, thanks a lot for welcoming me.

Nic....

Very Happy Very Happy Very Happy

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Re: Project Cars News

Post  GLR Viper58 on Wed Nov 28, 2012 1:47 am

Here is an update with me going around Nurburgring in the Asano (Audi) A4 DTM car. The track is getting quite beautiful! I used clear weather and 2pm start time. No assists are on, so you can see a few places where I nearly loose the back hitting the rumbles. It was clean though so there you go.



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Re: Project Cars News

Post  Guest on Wed Nov 28, 2012 4:30 am

Damn looks so much easier with a wheel Very Happy

I'm still having a lot of issues using the controller and still can't really justify paying for a half decent wheel as the only PC gaming I do is Pcars.

My favourite track at the moment is Rouen Short, it's one of the tracks they had in Test Drive Ferrari and Shift 2.

If I get a chance later today I'll run a few laps isn the Asano X4 and get it uploaded to You-tube.

I've just subscribed to your Channel as well m8 Very Happy

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Re: Project Cars News

Post  Guest on Wed Nov 28, 2012 9:31 am

Asano X4 at Rouen Short.


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Re: Project Cars News

Post  GLR Viper58 on Thu Nov 29, 2012 11:20 pm

Nice Nelly... I have to go back there to Rouen. I struggled initially there cause it seemed my turning radius wasn't tight enough to do that early hairpin. I latter figured out that my wheel was set up wrong (limited to 270 degrees) and I would always drive up the far hill trying to make it.

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Re: Project Cars News

Post  Guest on Thu Nov 29, 2012 11:25 pm

It's my favourite track, it's also in Test drive ferrari and it was in Shift 2 unleashed in the Classic collection pack.

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Re: Project Cars News

Post  Midnite Rider on Fri Nov 30, 2012 11:05 pm

Thanks for sharing M8!

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Re: Project Cars News

Post  GLR Viper58 on Sun Dec 02, 2012 7:03 pm

New track out this build... another surprise as it wasn't listed on the projected list.



Thought I would spin around in the classic Jimmy Clark Lotus (Chassis 49). Bumps, slides jumps, and a handful.



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Re: Project Cars News

Post  Guest on Sun Dec 02, 2012 7:51 pm

Nice driving m8, I tried it on Friday, not too sure about it yet. I found it quite tricky what I'm looking forward to is the long point to point track we should be getting soon.

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Re: Project Cars News

Post  Guest on Mon Dec 03, 2012 9:43 am


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latest's

Post  GLR mar B ond on Sat Jul 13, 2013 6:47 am

Bringing some stuff over from VM site posts:

(Bar Nelly 75):
http://www.freebits.nl/images/460pCARS2013_07_0609_45_5.jpg

(LeviathanPT):
* "grip" broken out into deformation, adhesive, viscous, tack, and tear models
* flash effect (temperature variance through the contact patch at asperity level)
* curing (race tires are not typically delivered fully cured)
* water, including hydroplaning (which happens organically)
* loose material model (for gravel, sand, dirt, etc)
* tread wear (and flat spots do just fall out)

Penalty Systems (Ballast Weight): Is a weight ballast system for performance balancing of cars/players, particularly in MP but also for single player stuff as well, they will allow cars with different performance levels to compete with each other in a much more balanced way.

There will be 2 modes:
Manual - Ballast can be added to balance the performance of cars when setting up an event/championship for single and multiplayer modes by the event creator. Ballast weight can be added up to a maximum defined for each vehicle in 1kg steps.
Automatic - Additional weight will be added to a player’s vehicle, up to a pre-defined maximum, based on previous race results in a series/championship/group of races in either single or multiplayer mode. This weight penalty would not have an effect outside of the specific series where Success Ballast is set to be active.

Air Pressure and Altitude Based Air Temp – Now it’s possible to generate air pressure (pa) and altitude base air temp based on altitude of the track. This will affect your car performance greatly depending on the track height which adds more realism into the game.

Volumetric Throttle System – This is a new feature that calculates torque output using an approximated manifold pressure. Side effects include air restrictor effects, possible better metrics for sound system to use, fun engine response changes with the atmosphere among other things. One of the things it will also do is change the 'neutral' throttle position - where the engine is producing zero net torque - to be much lower in the pedal's travel. You'll have much better precision over the torque and the sensitivity curve will change naturally through the rpm range. A great side effect is that you get much more of a feel for the clutch bite point from standstill. Because you have a certain amount of air going in to the engine at idle and air is directly related to torque, as the clutch starts to bite and rpm drops the air available produces more torque.

Brake Mapping - This controls the level of engine braking and is a fairly abstract value. Think of it like a vacuum line connected to the throttle, so that it opens up more at high rpm to relieve some of the intake manifold vacuum (the major source of engine braking torque). All you really need to know is that 0=lots of engine braking and 10+=very little engine braking.

Restrictor Size - This changes the size of the restrictors/throttle bodies on the engine to control the amount of power produced. This will ultimately move out of the setup screen and become part of the event setup, only adjustable by the event administrator. For now it needs to be somewhere everyone can work with for testing. As a result it's possible to create a 600hp Asano X4, for example. Honor system will be required for multiplayer with these cars. Do play around with this on the cars that have it enabled. A particularly cool one is the Caper stock car which has a minimum restrictor size similar to what was used at restrictor plate tracks in 1990. You'll notice that not only does the power level reduce from 650 to 400hp, but it also moves down to a much lower rpm simulating the choking effect of the smaller air aperture. Cool stuff.

So as you can see, all these features will work together, gone is the time of the large 'deadzone' when you start to press the pedal; the engine starts producing positive torque very quickly now and you will have a much larger range for modulation.
Snappier throttle response at low rpm. A car's peak power may vary a bit from track to track. This is because we now use ambient air pressure as part of the engine torque calculations, so things like elevation and weather will have an impact on engine performance.


A improved tire model was also included, it’s a non-race able version currently, that allows us to see how flat spotting will work in the future and so far the results have been great !

(Bar Nelly 75):
Currently on the PC version we can get up to 64 in a lobby but I'm pretty sure the full release will be nearer 20 to 30 as for the console version I think it could be limited to 24.
It's due for release on Wii-u, Xbox One, Playstation 4 and PC in the first half of next year.
Each track will have a full day night cycle which can be accelerated by up to 240 times Very Happy
Every track will have a full choice of weather selections, fog, rain, thunder storm and snow etc.

(Me):
http://www.youtube.com/watch?v=_WB1ZsA8GfA
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Re: Project Cars News

Post  GLR mar B ond on Tue Jan 14, 2014 8:10 am



New info, and some outstanding new pictures. Doesn't really matter if they're PC based, there's weather, night in it. Question 4 me is, how will the control's feel. (and can they pull this project of)

http://www.oxm.co.uk/69305/project-cars-xbox-one-targets-1080p-60-fps-slightly-mad-has-top-secret-ideas-for-cloud/.


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Re: Project Cars News

Post  GLR Nelly75 on Wed Jan 15, 2014 10:44 pm

GLR mar B ond wrote:

New info, and some outstanding new pictures. Doesn't really matter if they're PC based, there's weather, night in it. Question 4 me is, how will the control's feel. (and can they pull this project of)

http://www.oxm.co.uk/69305/project-cars-xbox-one-targets-1080p-60-fps-slightly-mad-has-top-secret-ideas-for-cloud/.



Works similar to Forza, but you can completely set your controls how you want them.
There's a control pad filtering option that works like Forza's simulation steering option.
You got all the various assists available in Forza as well, for example TCS, ABS and Manual (with or without clutch) or Auto gears. There's a racing line option but it's either on or off, it cant be set to braking only.
Still a lot of work to go but about 25% of the cars are in a semi-finished state and feel amazing to drive the others are a little way off yet.

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