denis74 escribió:Parece que el amigo Digiprost, tiene un volante "Project CARS" Limited Edition
https://www.youtube.com/watch?v=TXXYahIx_3s&hd=1
jlanc3 escribió:Le dije a DIGI que se arrepentiria de pedir el refound, pero bueno el lado positivo es que gracias a el me llevare un cachito mas del pastel jajjajajaja
DIGI metele caña a la serie CIRCUITS OF THE WORLD que esta muy chula!!!!!
UN SALUDO!!!!!!
Aritz [otro] escribió:OFFTOPIC: Hey Digi, al final tu idea de shifter/secuencial funcionó Mira mi firma
Build Release Notes (NOT FOR BUILD BUG REPORTS!)
Build 718 (06/05/14, Team Member+) - 1.5 GB
Next-Gen:
* XB1: Fixed issue while leaving a multiplayer session.
* XB1: Updated events header with new version received from Microsoft.
* Changes to transitions from in-game and post race menus, to use better fade effects.
* PS4: Increased dcb buffer size.
* Splash/intro screens updated for consoles
Audio:
* Balancing updates
* Some tweaks to interior and exterior engine sounds.
* Adding a wide range of pit to car phrases for testing (Ben Collins versions with WIP post processing)
Render:
* New high level lighting management setup: Every view now has its own main key light , list of deferred lights and forward lighting data. This fixed various issues causing lighting issues where different view had been using incorrect lighting we wanted to modify the key lighting in an emap with out effecting the game. It also fixes flicker bugs caused by multireading and forward lighting data.
* Shadow work to improve biasing across cascades
* Improvements to shadow biasing
* Added -novr commandline option to disable automatic Oculus Rift selection
* Fixes for -novr, -novr also disables Base SteamVR activation
* Make lighting block list thread safe.
* Pass forward lighting to phase 3 for glass shader.
* Fixed some warnings in occlusion system due to use of sprintf
* Distant water fogging - added increas of opacity according to fog amount
* Fix for Vehicle Helmet rendering not passing correct renderthread ids
* Removal of lighting changes for emap intensity as they are no longer needed due to the changes with the high level lighting management.
Effects:
* Tire smoke fading fix (short smoke system)
* Grass and gravel balancing to avoid very dark tones. Tire smoke tweaked/balanced ( WIP + fading issues)
Weather:
* Hopefully fix random crashes in weather by changing to online lib curl wrapper
* Temporarily disable realtime weather retrieval as workaround for startup crash on PC.
Cameras:
* PreRace - Brands Hatch Indy initial camera + sequence file (WIP), Camera skeleton path fixed
* Adding '-devcameras' command line param to allow dev use of all available cameras
Animations:
* Fixed updating the pose of vehicle actor wheel shapes for open wheelers.
GUI:
* Fixes for fade back missing for some race end/start control paths
* Enabled display and selection of savegame ghosts in timetrial
* Adding proper text DB lookup for track description.
* Calibration buttons moved to a new dedicated tab on the Options screen
* Tidied HUD telemetry screen
* Split Time indicator updated so the info is in the right boxes now
* Updated login sprites
* Updates to the HUD warning text, plus Gaussian blur added behind HUD items
* Fixing text DB entry for track desc.
* Removing the force preset camera mode from default preset pass.
* Re-introduction of the presets system after a thourough rework and testing pass. Presets selection will now appear on first boot of clean profile build.
* Updated boot trailer from Ed
* Fix for post-event UI animation
AI/Pitstops:
* Replace hard coded CARWIDTH / CARLENGTH with actual dimensions for better logic with various car sizes.
* Improve not driving off road
* Added a lat error based steering correction to try to stick to the actual line a bit more
* Lowered wall avoidance response to prevent loosing control
* Changed how look forwards distance is calculated to try to fix lat error situations
* Fixed a distance forward updating bug when in yellow flag
Physics:
* Grass lock, overspin heating cap
* Kerb multipliers
* FG1000: Turn-in oversteer reduction based on Gulfsport feedback
* Caterham R500: Sequential gearbox
* GT3/4 cars: More appropriate range for tire pressures, AI suspension & tire model tweaks, added tire warmers for GT3 cars
Vehicles:
* Various cars: Ultra detail fix, ignore interior
* Vehicles: Reduced amount of bits and pieces flying around in small collisions, fixed accidental check-in of bad dirt texture
* Ford Sierra Cosworth: Changed tyre textures swap in RCF
* Mercedes SLS GT3: Source textures. Specular map update for fresnel materials. Minor cockpit polishing, a bit smoother rollcage on driving view. Minor materials tweaks, added livery windscreen banners, HUD tacho shiftlights changed to match physics changes
* Pagani Huayra: Minor CPIT fix, fixed custom livery appearing in AI races, fixed damage issue
* Ginetta G55 GT3: AO on LODs A, B, C and D. Better rear lightglows. Added damage deformations, new paddle animations +setup
* BMW Z4 GT3: Optimized LOD C, windscreen texture experiment
* Pagani Zonda Cinque: Added new road style liveries, added new road style liveries, added new rims color variation
Tracks:
* New branded dynamic runoff adverts for Nvidia, Panasonic, pCars, WMD
* Added optimised UK Ambulance, TV Van and updated mte setting for all optimised vehicles.
* Brands Hatch Indy: Tracks.lod created and set for stativ vehicle assets, added new optimised vehicles, some improving etc., improved lodB. Lods poping isn?t too visible now and can be set to lower distance.traffic cones placed on Brands Hatch Indy circuit, where it diverges from GP route.Re-exported all Brands Hatch assets that were not tracklod controlled so they are now enabled to do so. Added entries into tracklod file to prevent them from popping up at Brands Hatch.
* Dubai Autodrome: Start of polish pass , loads of CSM fixes , basic materials polish started , fixed some minor errors such as floating plants, missing armco at pit exit , fence & poles smoothing, building at turn 4 smoothing, added rules and material and texture for autograss, added grass rules / exclusion files etc..,updated grass bush colours , texture mod to 1 , updated placement XML, moved initial GP polish pass / CSM fixes over to the other 3 layouts - NAT , INT and CLUB.
* California Highway: Updated,fixed texturemaps
* Cadwell: Grass Exclusion, viewer dynamic objects added, change in the starting position 3, setting up all files for variations, First pass on new complete AIW's for new layouts posted by luis. Support for 32 grid size for Woodland and 20 for Club where the start area is much smaller.
* Oschersleben: New start gantry textures
* Eifelwald: Updated generic vehicles around the track and copied over all the latest dreesing (trees/vehicles) into stage 1 2 3
* Loire: New texture map, 1st commit, add txt for a111 building
Known issues:
- Replays in MP: Not working as they should
- P2P Tracks: Don't press return to pitbox
- JIP: Stop&Go Penalty might be given during the JIP sessions
- Replays will only work with your first race. If you quit and start a new session, all participants will be stuck on the grid.
- California Highway: Broken AIW and track percentages, might have poor performance or be unable to move.
- Player loses control of the car after accessing the Setup and Strategy.
- Flickering and shadow issues
- Garage scene will go black and not display cars (also has the issue above)
- MP not displaying other lobbies once you exit a MP Race (fixable with pressing Filters > OK)
Next-Gen:
* XB1: Fixed issue while leaving a multiplayer session.
* XB1: Updated events header with new version received from Microsoft.
* Changes to transitions from in-game and post race menus, to use better fade effects.
* PS4: Increased dcb buffer size.
* Splash/intro screens updated for consoles
Audio:
* Balancing updates
* Some tweaks to interior and exterior engine sounds.
* Adding a wide range of pit to car phrases for testing (Ben Collins versions with WIP post processing)
Render:
* New high level lighting management setup: Every view now has its own main key light , list of deferred lights and forward lighting data. This fixed various issues causing lighting issues where different view had been using incorrect lighting we wanted to modify the key lighting in an emap with out effecting the game. It also fixes flicker bugs caused by multireading and forward lighting data.
* Shadow work to improve biasing across cascades
* Improvements to shadow biasing
* Added -novr commandline option to disable automatic Oculus Rift selection
* Fixes for -novr, -novr also disables Base SteamVR activation
* Make lighting block list thread safe.
* Pass forward lighting to phase 3 for glass shader.
* Fixed some warnings in occlusion system due to use of sprintf
* Distant water fogging - added increas of opacity according to fog amount
* Fix for Vehicle Helmet rendering not passing correct renderthread ids
* Removal of lighting changes for emap intensity as they are no longer needed due to the changes with the high level lighting management.
Effects:
* Tire smoke fading fix (short smoke system)
* Grass and gravel balancing to avoid very dark tones. Tire smoke tweaked/balanced ( WIP + fading issues)
Weather:
* Hopefully fix random crashes in weather by changing to online lib curl wrapper
* Temporarily disable realtime weather retrieval as workaround for startup crash on PC.
Cameras:
* PreRace - Brands Hatch Indy initial camera + sequence file (WIP), Camera skeleton path fixed
* Adding '-devcameras' command line param to allow dev use of all available cameras
Animations:
* Fixed updating the pose of vehicle actor wheel shapes for open wheelers.
GUI:
* Fixes for fade back missing for some race end/start control paths
* Enabled display and selection of savegame ghosts in timetrial
* Adding proper text DB lookup for track description.
* Calibration buttons moved to a new dedicated tab on the Options screen
* Tidied HUD telemetry screen
* Split Time indicator updated so the info is in the right boxes now
* Updated login sprites
* Updates to the HUD warning text, plus Gaussian blur added behind HUD items
* Fixing text DB entry for track desc.
* Removing the force preset camera mode from default preset pass.
* Re-introduction of the presets system after a thourough rework and testing pass. Presets selection will now appear on first boot of clean profile build.
* Updated boot trailer from Ed
* Fix for post-event UI animation
AI/Pitstops:
* Replace hard coded CARWIDTH / CARLENGTH with actual dimensions for better logic with various car sizes.
* Improve not driving off road
* Added a lat error based steering correction to try to stick to the actual line a bit more
* Lowered wall avoidance response to prevent loosing control
* Changed how look forwards distance is calculated to try to fix lat error situations
* Fixed a distance forward updating bug when in yellow flag
Physics:
* Grass lock, overspin heating cap
* Kerb multipliers
* FG1000: Turn-in oversteer reduction based on Gulfsport feedback
* Caterham R500: Sequential gearbox
* GT3/4 cars: More appropriate range for tire pressures, AI suspension & tire model tweaks, added tire warmers for GT3 cars
Vehicles:
* Various cars: Ultra detail fix, ignore interior
* Vehicles: Reduced amount of bits and pieces flying around in small collisions, fixed accidental check-in of bad dirt texture
* Ford Sierra Cosworth: Changed tyre textures swap in RCF
* Mercedes SLS GT3: Source textures. Specular map update for fresnel materials. Minor cockpit polishing, a bit smoother rollcage on driving view. Minor materials tweaks, added livery windscreen banners, HUD tacho shiftlights changed to match physics changes
* Pagani Huayra: Minor CPIT fix, fixed custom livery appearing in AI races, fixed damage issue
* Ginetta G55 GT3: AO on LODs A, B, C and D. Better rear lightglows. Added damage deformations, new paddle animations +setup
* BMW Z4 GT3: Optimized LOD C, windscreen texture experiment
* Pagani Zonda Cinque: Added new road style liveries, added new road style liveries, added new rims color variation
Tracks:
* New branded dynamic runoff adverts for Nvidia, Panasonic, pCars, WMD
* Added optimised UK Ambulance, TV Van and updated mte setting for all optimised vehicles.
* Brands Hatch Indy: Tracks.lod created and set for stativ vehicle assets, added new optimised vehicles, some improving etc., improved lodB. Lods poping isn?t too visible now and can be set to lower distance.traffic cones placed on Brands Hatch Indy circuit, where it diverges from GP route.Re-exported all Brands Hatch assets that were not tracklod controlled so they are now enabled to do so. Added entries into tracklod file to prevent them from popping up at Brands Hatch.
* Dubai Autodrome: Start of polish pass , loads of CSM fixes , basic materials polish started , fixed some minor errors such as floating plants, missing armco at pit exit , fence & poles smoothing, building at turn 4 smoothing, added rules and material and texture for autograss, added grass rules / exclusion files etc..,updated grass bush colours , texture mod to 1 , updated placement XML, moved initial GP polish pass / CSM fixes over to the other 3 layouts - NAT , INT and CLUB.
* California Highway: Updated,fixed texturemaps
* Cadwell: Grass Exclusion, viewer dynamic objects added, change in the starting position 3, setting up all files for variations, First pass on new complete AIW's for new layouts posted by luis. Support for 32 grid size for Woodland and 20 for Club where the start area is much smaller.
* Oschersleben: New start gantry textures
* Eifelwald: Updated generic vehicles around the track and copied over all the latest dreesing (trees/vehicles) into stage 1 2 3
* Loire: New texture map, 1st commit, add txt for a111 building
Known issues:
- Replays in MP: Not working as they should
- P2P Tracks: Don't press return to pitbox
- JIP: Stop&Go Penalty might be given during the JIP sessions
- Replays will only work with your first race. If you quit and start a new session, all participants will be stuck on the grid.
- California Highway: Broken AIW and track percentages, might have poor performance or be unable to move.
- Player loses control of the car after accessing the Setup and Strategy.
- Flickering and shadow issues
- Garage scene will go black and not display cars (also has the issue above)
- MP not displaying other lobbies once you exit a MP Race (fixable with pressing Filters > OK)
NucelarGen escribió:Que les parece ?
http://www.dualshockers.com/2014/05/06/ ... platforms/
jlanc3 escribió:Abro un debate ¿creeis que esperavan tener la repercusion que estan teniendo, sin haber gastado ni un duro en publicidad? en mi opinion creo que ni en sueños se lo imaginavan, recordemos que en un principio querian hasta cambiar el nombre antes de su lanzamiento, ahora pcars ya es una marca conocida gracias al boca-oreja, como economista que soy me tiene un poco flipado la verdad
Ahora toca no defraudar sacando un producto terminado y de calidad, que sino el mismo boca-oreja te puede destrozar. Y no dudo que lo consegan y mas como esta siendo desarrollado
SALUDOS!!!
Leyenda18 escribió:
Como colega de profesión te diré que no solo no han gastado ni un euro en publicidad, si no que encima han captado, digamos a 20.000 aportantes de fondos (me estoy inventando el dato), que la mayoría serán evangelistas dispuestos a difundir su juego porque hay una pequeña parte que también es suya.
Jugada maestra.
ORT-RIKYWRC escribió:No me está gustando la apariencia del juego en PS4... lo veo un nivel de graficos muy por debajo de PC
ORT-RIKYWRC escribió:No me está gustando la apariencia del juego en PS4... lo veo un nivel de graficos muy por debajo de PC
ORT-RIKYWRC escribió:No me está gustando la apariencia del juego en PS4... lo veo un nivel de graficos muy por debajo de PC
Digiprost escribió:Por cierto haber quien me puede ayudar, en este menu nuevo donde estan las repeticiones que uno guarda o como las puedo ver xd
un saludo
denis74 escribió:
Han creado en California Highway, al final del sector1/principio del sector2 un área de descanso. Veámosla:
denis74 escribió:Digiprost escribió:Por cierto haber quien me puede ayudar, en este menu nuevo donde estan las repeticiones que uno guarda o como las puedo ver xd
un saludo
Te vas a Driver Network ----> Highlights
Build 719 (07/05/14, Team Member+) - 448.2 MB
Next-Gen:
* PS4: Updated configs to use unified compile files to speed up compilation
Audio:
* Mercedes SLS GT3: Tweaked the trajectory, all new Mercedes SLS GT3 incar. Its a merge between the incar and the exhaust. The suggested straight swap of exterior for incar sounded like crap due to all the ambient reflections. So I made new samaples. So basically the exhaust is now in the cockpit with you.
* Fixed bug with new speech data, sound def volume had accidentally been set to 0
* Added 133 pit to car files from Ben Collins (WIP)
Render:
* Fix for early releasing of forward lighting data.
* Fix for artifcical 1 frame lag on forward light shadow texture and matrix data. (this cause noticable flickers on forward rendered objects like fences)
GUI:
* Changing default preset content to align with requests from design regarding visual requirements.
* Presets are now enabled with an agreed upon system of visual defaults, not affected by the presets file. Popup will again show on first boot with fresh profile.
* Generic Motec gauges updated - Laps removed, driving aids added
Environment:
* Static 3d foliage instances - tweaked normals of leaves, vertexcolors and treeboost to get closer to the other X-tree based foliage...also this minimizes the contrast with the shadows which minimizes the shadowing-issues (partly colorcube is producing overcontrast and causes the full black shadows).
Physics:
* Audi R8 V10+: Finished engine wear model, set fuel consumption, tweaked gearbox modeling, revised suspension setup
* McLaren 12C: Revised suspension setup
* BAC Mono: Finished engine wear model, shift tolerances, calibrated fuel consumption, low speed TC
Vehicles:
* Ford Sierra Cosworth RS500: Added cockpit animations and damage modifiers, AO, fixed tires
* Formula A: Enabled rain effects on paint
* Pagani Zonda Cinque: Added road liveries names
Tracks:
* Cadwell: Viewer objects changes
* Dubai Autodrome: Updated CSM to fix small gap near pitwall, updated crowds (Club, National, International).
* Loire: New texture map, tweaked texture maps, added caravans shop, parking lot, 1st commit
* California Highways: Crowds stuff around new s1 finish/s2 start area, updated lights around new s1 finsih/s2 start area, updated static stuff around new s1 finsih/s2 start area, new xml setup
Known issues:
- Replays in MP: Not working as they should
- P2P Tracks: Don't press return to pitbox
- JIP: Stop&Go Penalty might be given during the JIP sessions
- Replays will only work with your first race. If you quit and start a new session, all participants will be stuck on the grid.
- California Highway: Broken AIW and track percentages, might have poor performance or be unable to move.
- Player loses control of the car after accessing the Setup and Strategy.
- Flickering and shadow issues
- Garage scene will go black and not display cars (also has the issue above)
- MP not displaying other lobbies once you exit a MP Race (fixable with pressing Filters > OK)
- Selecting a profile other than Sim may result in CTD while playing vs AI (>=7) in P2P Tracks
- Shake effects and Speed Sensitivity enabled in all profiles
Solodos escribió:Muy mal. Fotografía con gafas de sol, utiliza flash con luz de día, y se posiciona inclinado hacia delante en desequilibrio.
Solodos escribió:Muy mal. Fotografía con gafas de sol, utiliza flash con luz de día, y se posiciona inclinado hacia delante en desequilibrio.
Solodos escribió:Muy mal. Fotografía con gafas de sol, utiliza flash con luz de día, y se posiciona inclinado hacia delante en desequilibrio.
denis74 escribió:Cuidado con los pinchazos. Ahora sí. Acabo de pinchar un neumático pero de verdad. Se me ha desinflado (visualmente se ve desinflado) y ahora voy cojo.
Aritz [otro] escribió:denis74 escribió:Cuidado con los pinchazos. Ahora sí. Acabo de pinchar un neumático pero de verdad. Se me ha desinflado (visualmente se ve desinflado) y ahora voy cojo.
Visual? Sin foto no creer
Kleshk escribió:Solodos escribió:Muy mal. Fotografía con gafas de sol, utiliza flash con luz de día, y se posiciona inclinado hacia delante en desequilibrio.
Y encima con un 24-105 cuando tendría que tirar con el 70-200 mínimo desde esa posición y distancia
me encanta porque es una canon L el objetivo, pero delante de todo sale DX Nikkor
ELwendo escribió:
Denis, para en la nueva área de servicio que te envió una grúa para cambiar la rueda xD
denis74 escribió:Aritz [otro] escribió:denis74 escribió:Cuidado con los pinchazos. Ahora sí. Acabo de pinchar un neumático pero de verdad. Se me ha desinflado (visualmente se ve desinflado) y ahora voy cojo.
Visual? Sin foto no creer
grrrr. Es captura de video. Rueda trasera izquierda.
Y ahora el pequeño video mostrándo eso:
https://www.youtube.com/watch?v=vwqjwOpmuQM&hd=1
sakatros escribió:Despues de ver la noticia de denis sobre el pinchazo, no lo he dudado y lo he probado, he sometido al mercedes en zolder a un buen trabajo, jejejeje, desgaste de ruedas a tope y algun buen roce de vallas y frenadas en plan fuerte y al final objetivo conseguido, el coche pincho la rueda de atras, he realizado un video como el de denis, donde se aprecia al igual que el suyo este pinchazo, fijaros la deformacion de la rueda, que pasote porfavor....
https://www.youtube.com/watch?v=2zaXlTo ... e=youtu.be
Aritz [otro] escribió:Deberíais hacer un vídeo que se vea aún más claro (tiempo soleado y que le de el sol) y comentarlo al de la página de Facebook, esas cosas deberían verlas los anti-CARS