Näytä vastaamattomat viestit | Näytä aktiiviset viestiketjut Tänään on 17.01.2019 00:02



Vastaa viestiin  [ 227 viestiä ]  Mene sivulle Edellinen  1 ... 7, 8, 9, 10, 11, 12  Seuraava
PCARS - yleistä tietoa pelistä 
Kirjoittaja Viesti
VIP

Liittynyt: 27.11.2010 13:10
Viestit: 77
Viesti Re: PCARS - yleistä tietoa pelistä
finbaek kirjoitti:
Hei ! Laitetaanko erillinen Pcars Ratti FFB -ketju, jossa olisi kerättynä kaikki olennainen ja miksei nippelitieto rattien säätöihin? + linkit toki tiedon juurille.
ihan hyvä idea. Sinne vois kerätä rattien säätöjäkin sitte.


17.05.2015 10:19
Profiili
Valvoja

Liittynyt: 31.12.2010 23:39
Viestit: 482
Paikkakunta: Tampere
PSN-Nick: Temmo_MakLaren
Viesti Re: PCARS - yleistä tietoa pelistä
finbaek kirjoitti:
Hei ! Laitetaanko erillinen Pcars Ratti FFB -ketju, jossa olisi kerättynä kaikki olennainen ja miksei nippelitieto rattien säätöihin? + linkit toki tiedon juurille.


KANNATETAAN!!

_________________
Varikkosuoran virallinen Vanhin; The Ancient One... Iloisesti eläkkeellä


18.05.2015 08:13
Profiili
VIP

Liittynyt: 27.11.2010 23:35
Viestit: 1887
Paikkakunta: Kokkola
Viesti Re: PCARS - yleistä tietoa pelistä
Laitoin ketjun pystyyn, sinne siis rautainen tieto saa jäädä talteen helposti löydettäväksi kaikille viewtopic.php?f=68&t=647


18.05.2015 19:25
Profiili
Valvoja

Liittynyt: 06.12.2010 14:59
Viestit: 1840
Paikkakunta: Tampere
PSN-nick: finbaek
Viesti Re: PCARS - yleistä tietoa pelistä
Toivottavasti ratin lähettävät viikolla. Pädillä ei viitti paljoa ajella mutta kaikki penkkisäädöt ym. kuljettajan korkeus ja sen sellaiset tuli laitettua muutamien nappien taa. Sitten eri autoihin asettamaan mieluisat autokohtaiset ohjaamokulmat.
( Just sayin' - eipä muuta )


24.05.2015 19:23
Profiili
Valvoja

Liittynyt: 06.12.2010 14:59
Viestit: 1840
Paikkakunta: Tampere
PSN-nick: finbaek
Viesti Re: PCARS - yleistä tietoa pelistä
Pelin PS4-paikkaus tulee 29. pvä eli perjantaina, sanoo Head of studio Ian Bell:
http://forum.projectcarsgame.com/showthread.php?27680-Any-idea-on-time-frame-for-PS4-patch&p=945292&viewfull=1#post945292

Ja mun ratti tulee pahimmillaan vasta kesäkuussa. :|


26.05.2015 22:15
Profiili
Valvoja

Liittynyt: 31.12.2010 23:39
Viestit: 482
Paikkakunta: Tampere
PSN-Nick: Temmo_MakLaren
Viesti Re: PCARS - yleistä tietoa pelistä
Ian Bellin viittaus patchiin taisi koskea vain XBoxia! Tähän käsitykseen jäin, kun luin keskusteluketjua eteenpäin.

_________________
Varikkosuoran virallinen Vanhin; The Ancient One... Iloisesti eläkkeellä


27.05.2015 12:27
Profiili
Valvoja

Liittynyt: 06.12.2010 14:59
Viestit: 1840
Paikkakunta: Tampere
PSN-nick: finbaek
Viesti Re: PCARS - yleistä tietoa pelistä
Temmo kirjoitti:
Ian Bellin viittaus patchiin taisi koskea vain XBoxia! Tähän käsitykseen jäin, kun luin keskusteluketjua eteenpäin.


Mutta kun tuo on PS4-osiossa tuolla..? No, ootellaan ja toivotaan.


E: ok, tuo päivitystieto oli siis lipsahtanut vahingossa heiltä psNelkun puolelle. Nyt siis vain ootellaan..


27.05.2015 12:44
Profiili
Avatar

Liittynyt: 27.11.2010 14:22
Viestit: 307
PSN-nick: vompatti
Viesti Re: PCARS - yleistä tietoa pelistä
Omenanraato kirjoitti:
vompatti kirjoitti:
On jäänyt seuraamatta täysin tämä PS4:n ja PCARSin tilanne ja olen muutenkin pudonnut täysin kelkasta laitteiden suhteen. Eli onko nyt niin, että PS4 ei tue Logitechin ratteja, vai koskeeko se vain tätä peliä?


Ei tue ei. Joitain 150e arvoisia adaptereita on ja joissain on järkyttävä viive ja mistään ei kunnon kokemuksia saa.

Virallisesti ps4 tukee vain Thrustmasterin ratteja. Tämä peli kuitenkin jotenkin emuloi pädiä jolloin saadaan fanatecin ratit myös toimimaan.
Kehittäjät myös sanoneet, että rattituki tulee kasvamaan, joten olkaa kuulolla. Eli ei oikein voi olla kuin Logitech. Tosin tuollaisella emuloinnilla ei voi forcet jne mitenkään olla samalla tasolla.

Okei, kiitos infosta. Saa kyllä sitten vähän odottaa PCARSin hankkiminen minulla aikaa tulevaa. Ei oikein viitsi hankkia peliä, konsolia ja uutta rattia kertarysäyksellä. Varsinkin, kun paremman ratin hankkiminen on muutenkin ollut mielessä, joten pitäisi katsoa suoraan sitten sellainen mitä ei heti tarvitse ruveta päivittämään. Mutta kahlailen tuota rattiketjua sitten jossain vaiheessa ajan kanssa ja etsin sieltä vinkkejä.


02.06.2015 09:35
Profiili

Liittynyt: 29.11.2010 15:30
Viestit: 16
PSN-nick: omega16v
Viesti Re: PCARS - yleistä tietoa pelistä
vompatti kirjoitti:
Ei oikein viitsi hankkia peliä, konsolia ja uutta rattia kertarysäyksellä.
Mulla olis ollu sama tilanne edessä ja totesin parhaaks vaihtoehdoks siirtyä pleikkarista Pc:lle. Tuli edullisemmaksi ja samalla tuli mahdollisuus rakennella "ajokaukaloon" kaikkia herkkuja. Pärjää edelleen g25:lla ja rattirahoilla ostin pari 32" telkkaria lisää ni saa täyden ohjaamon ja tabletinkin joka toimii nyt mittaristona vaihtovaloineen. Konsolin hinnalla saa päivitettyä tietokonetta jo ihan ok tasolle. Varsinkin jos ostaa osat käytettynä.

Nyt on niin paljon uudenlaista herkkua tyrkyllä ajofiilistä lisäävien mahdollisuuksien muodossa ettei ollut vaikeutta päättää uraa konsolipelaajana. Tulevaisuudessa kun vielä varmasti nähdään tän pelin pohjalle tehtyjä modejakin niin sekin omalta osaltaan helpotti päätöstä :D


02.06.2015 13:50
Profiili
Valvoja

Liittynyt: 06.12.2010 14:59
Viestit: 1840
Paikkakunta: Tampere
PSN-nick: finbaek
Viesti Re: PCARS - yleistä tietoa pelistä
Sielt'on 1.4 pätchi tulossa näinä viikkoina:

Spoiler: show
Hi guys,

Here are the release notes for the upcoming Patch 1.4. We will update you with a release date as soon as we have the date confirmed by the various external parties.

Project CARS –Patch 1.4 – Release Notes

General
* Pagani Monza Clubday invitational event - No longer causes the game to crash when using a specific livery on the Pagani Huayra.
* PC - Fixed an issue that would cause the game to crash while watching saved replays, when shared memory is enabled.
* PS4 - Anisotropic filtering has been increased to help reduce blurry textures.
* PS4 - Temporal anti-aliasing has been further optimized. This reduces the ghosting effect and additionaly gives the player full control via a slider to tweak the resulting image according to personal preference.

Performance improvements
* Xbox One - Various performance optimizations, adding up to an average of 5-6% performance improvement. This results in an overall smoother experience.
* PS4 - All shaders have been rebuilt using new shader compiler, giving a significant performance boost in some areas.
* PS4 - CPU performance gains due to new more aggressive code optimisations.

Physics & AI
* The AI loss of grip that results from tyre degradation as a result of wear is now more noticeable.
* The AI will now show much more realistic grip loss when running on slick tyres in the rain.
* First pass improvements on various tracks to enhance the AI performance and ability (Azure Circuit, Donington GP, Watkins Glen, Bathurst, Nordschliefe)

Pitting, tuning, setups
* Fixed an issue where certain street cars would pit for tyre change during rain when they already had the correct tyres fitted.
* Fixed an issue where custom vehicle setups were lost when progressing through sessions.
* Improved the system used to select the most appropriate tyres based on current and predicted weather conditions.
* Ensure that the AI always pit when they need to change tyres based on the weather conditions.
* The Default strategy will now correctly show the tyres that will be fitted on the player vehicle during a pit stop.
* The pit stop routine will no longer start during online races until the player closes the pit stop menu. This ensures that the player has enough time to select or configure an appropriate set of actions before the pit crew start working on the car.
* Tyre pressures will now be correctly set when the player changes to a new set of tyres.
* The currently-active Pit strategy will now remain in action when advancing through race sessions.

Online
* Fixed an issue where the player was sometimes given a large time penalty when exiting the pit lane.
* Fixed an issue where the remaining session time displayed an incorrect value in the Tuning screen.
* Fixed an issue that at times would prevent a player from entering a race, after joining a second online lobby.
* Fixed and issue where the Track Location popup would at times appear on some screens.
* PS4 – The lobby browser now displays random lobbies instead of always the oldest lobbies.
* PS4 – Fixed an issue where network features could not be used after resuming from rest mode.
* PC - The lobby browser now automatically extends the search distance for lobbies when not enough of them are found using the default filter. Lobbies that are hosted further away (and therefore have potentially worse latency to all peers) appear at the bottom of the browser, and are colour coded with yellow or orange icons do indicate the quality of the connection.
* PC - The session host now regularly sets the current timestamp into a session attribute, so that sessions with too old timestamps are not displayed in the browser. This prevents stale sessions with no active host from appearing in the session browser.
* PC - When joining a session, the client now attempts to request the member details multiple times before giving up. This helps to improve the success rate of joining online sessions.
* Xbox One – Fixed an issue where matchmaking was not filtering the race length correctly.

Controls – All platforms
* Fixed pedals and triggers that vibrates during replays.
* Fixed an issue that causes the wheel centring spring to be active during driving.
* Improved force feedback strength and tweaked the default force feedback parameters for all supported wheels based on community feedback.
* Further enhancements to the steering feeling – Improved blending between the tyre force spring and the steering lock spring.
* Improved behaviour of the wheel force springs while navigating the menu system.

Controls – PS4
* Fixed an issue where the player got stuck on the career screen when entering driver name using a wheel controller.
* Improved the support implementation of several older Fanatec wheels, such as the GT2, GT3, and CSR.
* Fixed the Fanatec CSS so that it works correctly in sequential mode.
* Fixed the Fanatec CSP pedals to save the calibration correctly if player calibrated only pedals.
* Fixed the Fanatec CSP ABS rumble.
* Fixed the Fanatec CSW handbrake.
* Game Pad - Tilt Control support implemented to allow controller tilt to be used to control the vehicles.

Vehicles
* Adjusted handbrake strength on vehicles which are equipped with handbrakes.
Fixed an issue where the rain wipers’ state did not reset correctly when restarting a session.
Fixed an issue where light glows from a vehicle behind the player would sometimes appear in front of the player.
* Fixed fuel pressure gauge calibration in several cars.
* Fixed an issue where a white border would at times appear around the brake light glow of certain cars.
* Ford Mk.IV – Improved the collision model to prevent vehicles wedging in under other vehicles.
* Formula Gulf, Gumper Apollo, Formula Rookie - Fixed and issue with the livery sets that caused the livery selection to display wrong liveries.
* Lykan Hypersport -Statistics updated to latest manufacturer specification.
* Lotus 72D - Improved handing characteristics, exposed bump stops to be adjustable in the vehicle setup, reduced cold sensitivities of the slick tyres, adjusted the AI speed, wear and rain tires to match the player’s experience.
* Karts - Reworked the Karts optimization to help address performance drops with a lot of Karts on track.
* McLaren 12C GT3 - Adjusted the vehicle pose to more closely match the real car.
* BMW M3 GT4 – Improved the accuracy of the levels at which the oil and water temperature warning lights will activate.
* Ford Escort RS1600 - Improved the collision and wheel contact model to prevent climbing over other cars in collisions.
* 250cc Superkart – Improved the default setup to address controller issues on higher speed tracks, and improved the AI handling.
* Lotus 49 – Improved the AI handling of the vehicle in corners and in close racing.
* Pagani Huayra - Reduced fuel consumption to around 3mpg in hard track use, and improved cooling to prevent engine overheating.

Tracks
* Bathurst – Removed cones in the pit lane that was causing cars to get stuck.
* Watkins Glen – Fixed a number of accuracy issues around the track.
* Lemans 24h – Improved the race line at a few corners to keep the LMP cars off the curbs as this was causing the cars to lean over on two wheels.
* Silverstone National – Vehicle grid placement reworked to more closely align with the painted start boxes.
* Hockenheim (various layouts) – Reworked the wet weather reflection mapping to address incorrect object reflections.
* Willow Springs – Fixed an issue where the vehicle could drive through the barriers when exiting the pits.

GUI
* Driver Network Profile - Visual tidy up to improve usability.
* Fixed an issue where very thin lines would not always appear.
* Added support for better info display on the Community Events page.
* Fixed the issue where HUD customization was not saved on exiting a session.
* Fixed an issue where the Potential Lap time display on the Lap Info board would be inconsistent with the sector times being displayed.
* Monitor/Spectate mode - Fixed an issue where the vehicle being viewed would automatically reset to the player’s vehicle on leaving the monitor screen.

http://forum.projectcarsgame.com/showthread.php?29158-Project-CARS-All-Platforms-Upcoming-Patch-1-4-Release-notes&p=960164#post960164











omega16 kirjoitti:
Mulla olis ollu sama tilanne edessä ja totesin parhaaks vaihtoehdoks siirtyä pleikkarista Pc:lle. Tuli edullisemmaksi ja samalla tuli mahdollisuus rakennella "ajokaukaloon" kaikkia herkkuja. Pärjää edelleen g25:lla ja rattirahoilla ostin pari 32" telkkaria lisää ni saa täyden ohjaamon ja tabletinkin joka toimii nyt mittaristona vaihtovaloineen. Konsolin hinnalla saa päivitettyä tietokonetta jo ihan ok tasolle. Varsinkin jos ostaa osat käytettynä.

Nyt on niin paljon uudenlaista herkkua tyrkyllä ajofiilistä lisäävien mahdollisuuksien muodossa ettei ollut vaikeutta päättää uraa konsolipelaajana. Tulevaisuudessa kun vielä varmasti nähdään tän pelin pohjalle tehtyjä modejakin niin sekin omalta osaltaan helpotti päätöstä :D

Kuva


03.06.2015 07:49
Profiili
Valvoja

Liittynyt: 06.12.2010 14:59
Viestit: 1840
Paikkakunta: Tampere
PSN-nick: finbaek
Viesti Re: PCARS - yleistä tietoa pelistä
Pelin paikkamateriaali Ver. 1.4 ladattavissa tänään.

Yksityiskohdat viralliselta foorumilta:
Spoiler: show
Lainaa:
PS4 Patch 1.4 Release notes
Hi all,

Good news, the PS4 patch will be going live today. Below are the final release notes for the PS4 version of patch 1.4.

Project CARS – PS4 Patch 1.4 – Release Notes


General
* Pagani Monza Club day invitational event – no longer causes the game to crash when using a specific livery on the Pagani Huayra.
* Anisotropic filtering has been increased to help reduce blurry textures.
* Temporal anti-aliasing has been further optimised. This reduces the ghosting effect and additionally gives the player full control via a slider to tweak the resulting image according to personal preference.


Performance improvements
* All shaders have been rebuilt using new shader compiler, giving a significant performance boost in some areas.
* CPU performance gains due to new more aggressive code optimisations.


Physics & AI
* The AI loss of grip that results from tyre degradation as a result of wear is now more noticeable.
* The AI will now show much more realistic grip loss when running on slick tyres in the rain.
* First pass improvements on various tracks to enhance the AI performance and ability (Azure Circuit, Donington GP, Watkins Glen, Bathurst, Nordschleife).


Replays
* Improved the smoothness of the sun, moon, stars, and shadow motion when rewinding replays of a race that had a high time acceleration.


Driver Network Profile
* Fixed an issue where at times the miles driven on a particular track or with a particular car would be logged under the wrong car or track. This improves the accuracy of the player’s Affinity ratings.


Pitting, Tuning, Setups
* Fixed an issue where certain street cars would pit for tyre change during rain when they already had the correct tyres fitted.
* Fixed an issue where custom vehicle setups were lost when progressing through sessions.
* Fixed an issue where AI vehicles were sometimes sent to the pits due to low fuel on races where refuelling is not allowed.
* Improved the system used to select the most appropriate tyres based on current and predicted weather conditions.
* Ensure that the AI always pit when they need to change tyres based on the weather conditions.
* The Default strategy will now correctly show the tyres that will be fitted on the player vehicle during a pit stop.
* The pit stop routine will no longer start during online races until the player closes the pit stop menu. This ensures that the player has enough time to select or configure an appropriate set of actions before the pit crew start working on the car.
* Tyre pressures will now be correctly set when the player changes to a new set of tyres.
* The currently-active Pit strategy will now remain in action when advancing through race sessions.
* Pitstop strategy will now use the actual bar value for tyre pressures.
* Fixed an issue where the Pit engineer would repeatedly inform the player that a pit crew member has lost a wheel nut during pit stops.
* Fixed an issue where the Pit Engineer would call the player to stop for fuel when fuel consumption was disabled in options.


Online
* Fixed an issue where the player was sometimes given a large time penalty when exiting the pit lane.
* Fixed an issue where the remaining session time displayed an incorrect value in the Tuning screen.
* Fixed an issue that at times would prevent a player from entering a race, after joining a second online lobby.
* Fixed an issue where the Track Location popup would at times appear on some screens.
* The lobby browser now displays random lobbies instead of always the oldest lobbies.
* Fixed an issue where network features could not be used after resuming from rest mode.
* Fixed an occasional crash when advancing from Qualifying to Race.
* Fixed an occasional crash when returning from a race to the Race Central.
* Disabled driver swap to AI team-mate during online races and Time Trial events.
* Enabled saving of community event ghosts. These ghosts are automatically stored online, and you can then download ghosts of other players’ laps for these events.


Controls
* Fixed pedals and triggers that vibrates during replays.
* Fixed an issue that causes the wheel centring spring to be active during driving.
* Improved force feedback strength and tweaked the default force feedback parameters for all supported wheels based on community feedback.
* Further enhancements to the steering feeling – improved blending between the tyre force spring and the steering lock spring.
* Improved behaviour of the wheel force springs while navigating the menu system.
* Fixed an issue where the player got stuck on the career screen when entering driver name using a wheel controller.
* Fixed an issue with the Thrustmaster T500RS centring spring.
* Fixed several issues and further improved the support implementation of several older Fanatec wheels, such as the GT2, GT3, and CSR.
* Fixed the Fanatec CSS so that it works correctly in sequential mode.
* Fixed the Fanatec CSP pedals to save the calibration correctly if player calibrated only pedals.
* Fixed the Fanatec CSP ABS rumble.
* Fixed the Fanatec CSW handbrake.
* Game Pad – tilt Control support implemented to allow controller tilt to be used to control the vehicles.
* Implemented support for the Logitech G29 wheel.


Time Trial
* Set Time Trials starting time to 11am to match the PC platform. This ensures consistent track temperatures across all platforms, as track temperatures affect lap times.


GUI
* Driver Network Profile – visual tidy up to improve usability.
* Fixed an issue where very thin lines would not always appear.
* Added support for better info display on the Community Events page.
* Fixed the issue where HUD customization was not saved on exiting a session.
* Fixed an issue where the Potential Lap time display on the Lap Info board would be inconsistent with the sector times being displayed.
* Monitor / Spectate mode – fixed an issue where the vehicle being viewed would automatically reset to the player’s vehicle on leaving the monitor screen.


Vehicles
* Adjusted handbrake strength on vehicles which are equipped with handbrakes.
* Fixed an issue where the rain wipers’ state did not reset correctly when restarting a session.
* Fixed an issue where light glows from a vehicle behind the player would sometimes appear in front of the player.
* Fixed fuel pressure gauge calibration in several cars.
* Fixed an issue where a white border would at times appear around the brake light glow of certain cars.
* Ford Mk IV – improved the collision model to prevent vehicles wedging in under other vehicles.
* Formula Gulf, Gumpert Apollo, Formula Rookie – fixed an issue with the livery sets that caused the livery selection to display wrong liveries.
* Lykan Hypersport – statistics updated to latest manufacturer specification.
* Lotus 72D – improved handing characteristics, exposed bump stops to be adjustable in the vehicle setup, reduced cold sensitivities of the slick tyres, adjusted the AI speed, wear and rain tires to match the player’s experience.
* Karts – reworked the Karts optimization to help address performance drops with a lot of Karts on track.
* McLaren 12C GT3 – adjusted the vehicle pose to more closely match the real car.
* BMW M3 GT4 – improved the accuracy of the levels at which the oil and water temperature warning lights will activate.
* Ford Escort RS1600 – improved the collision and wheel contact model to prevent climbing over other cars in collisions.
* 250cc Superkart – improved the default setup to address controller issues on higher speed tracks, and improved the AI handling.
* Lotus 49 – improved the AI handling of the vehicle in corners and in close racing.
* Pagani Huayra – reduced fuel consumption to around 3mpg in hard track use, and improved cooling to prevent engine overheating.


Tracks
* Bathurst – removed cones in the pit lane that was causing cars to get stuck.
* Watkins Glen – fixed a number of accuracy issues around the track.
* 24 Heures du Mans – improved the race line at a few corners to keep the LMP cars off the curbs as this was causing the cars to lean over on two wheels.
* Silverstone National – vehicle grid placement reworked to more closely align with the painted start boxes.
* Hockenheim (various layouts) – reworked the wet weather reflection mapping to address incorrect object reflections.
* Willow Springs – fixed an issue where the vehicle could drive through the barriers when exiting the pits.
* Sakitto and Summerton variations – corrected track info regarding number of turns and track length.
* Sakitto Sprint – fixed a crash that would at times occur when using time acceleration.
* Cadwell variations – fixed draw distance issues on various objects.
* Oschersleben variations – fixed odd lights around track and colour issues with the horizon.
* Zolder – fixed an issue where the player car would sometimes start in a closed garage.


http://forum.projectcarsgame.com/showthread.php?30884-PS4-Patch-1-4-Release-notes


12.06.2015 11:06
Profiili
Valvoja

Liittynyt: 06.12.2010 14:59
Viestit: 1840
Paikkakunta: Tampere
PSN-nick: finbaek
Viesti Re: PCARS - yleistä tietoa pelistä
Bugejabugeja+bugeja.

Pätsi 3.0 on tulossa n. parin vkon päästä konsoleille. Luin viralliselta forkalta juuri, että taannoinen 'pc only patch 2.5' korjasi katuautojen saippuakellumisleijuntavian pois. Ilmeisesti tuleva konsolipaikka sisältää saman korjauksen. :?: Toivoa sopii..


30.07.2015 22:12
Profiili
VIP

Liittynyt: 27.11.2010 13:10
Viestit: 77
Viesti Re: PCARS - yleistä tietoa pelistä
Onko tietoa muusta sisällöstä?


30.07.2015 22:13
Profiili
Valvoja

Liittynyt: 06.12.2010 14:59
Viestit: 1840
Paikkakunta: Tampere
PSN-nick: finbaek
Viesti Re: PCARS - yleistä tietoa pelistä
Ei ole vielä listausta korjauksista, mutta pian saadaan tietoon.


30.07.2015 23:04
Profiili
Valvoja

Liittynyt: 06.12.2010 14:59
Viestit: 1840
Paikkakunta: Tampere
PSN-nick: finbaek
Viesti Re: PCARS - yleistä tietoa pelistä
Ver. 3.0 - korjaavat paikkaukset:

Spoiler: show
Project CARS – Patch 3.0 – Release Notes

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


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


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


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


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


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


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


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


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


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


Controls & FFB
New – implemented the ability via menu sliders for the user to manually tweak the menu spring strength, stationary / low speed spring strength, and overall steering gain:
Menu Spring – the strength of the wheel centering spring in the front end and in-game pause menu.
Low Speed Spring Coefficient & Saturation – the weight of the steering at slow speeds (<10mph) and when the car is stationary. The saturation is the maximum force for the spring and the coefficient is how quickly the spring takes effect. To avoid "cogging / notching" effects when stationary its best to leave the spring coefficient high and lower the saturation.
Steering Gain – the gain (multiplier) applied to all steering effects (steering force, jolts, kerb rumble etc) after they have been mixed. For a clean more detailed experience set at 1.0 or below, for stronger feedback at the expense of clipping set higher (maximum value 5).

New – the Force Feedback Calibration screen now features a multiple force feedback profile selection system whereby the user can select a base FFB style that suits personal preference, and then tweak it further as desired. You can now switch between current FFB settings (Default) and pre-1.4 (classic) by using the FFB Calibration presets. These presets are available under Options > Controls > Calibrate Force Feedback. The presets are set on top of this page and the new sliders to control the spring/steering effect are at the bottom. Whenever you change these values it becomes a custom preset. You can switch back to either Default or Classic by selecting them at the top of this page.

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


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


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


Oculus Rift
* Implemented support for Oculus 0.6.0.1 SDK.
* Added support for a separate Graphics profile “GraphicsConfigOculusDX11.xml” when running with the Oculus Rift. This means that you can now set your graphic details to high/max when playing without the Rift, and turn the details down for optimum performance when using the Rift and the game will maintain both configurations and apply the applicable one automatically.
* Auto disabled Crepuscular rays, Vignette and full screen raindrops.
* Fixed excessive object pop-in in Oculus Rift mode that was caused by the modified field of view used in VR.
* Shadow support – further work towards getting shadow support fully implemented.
* Fixed SLI/XFire windowed mode performance issues – SLI/XFire isn't available in windowed mode, but several Renderer paths were still active, resulting in reduced performance, most notably for Oculus Rift which fakes a windowed mode.
* Added a command-line option "-vrnomirror" that disables the desktop mirror. This will gain around 3-4% performance.
* Fixed the issue where non cockpit view cameras were not incorporating the head-pose position correctly, which caused the camera to be spawned very low down.
* Fixed the issue where the view in the Oculus Rift froze when returning to the main menu after a race.
* Fixed the issue where using FXAA caused black/opaque rendering when using Oculus Rift.


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

http://forum.projectcarsgame.com/showthread.php?36676-Project-CARS-All-Platforms-Patch-3-0-Release-notes

Tämä
Lainaa:
New – the Force Feedback Calibration screen now features a multiple force feedback profile selection system whereby the user can select a base FFB style that suits personal preference, and then tweak it further as desired. You can now switch between current FFB settings (Default) and pre-1.4 (classic) by using the FFB Calibration presets. These presets are available under Options > Controls > Calibrate Force Feedback. The presets are set on top of this page and the new sliders to control the spring/steering effect are at the bottom. Whenever you change these values it becomes a custom preset. You can switch back to either Default or Classic by selecting them at the top of this page.

voimapalautteen säätöfixaus vaikuttaa kätevältä. Kunpa olisi ollut jo startissa. Seurataan mitä tuleman pitää. Korjaus tullee parin vkon sisällä.


07.08.2015 16:02
Profiili

Liittynyt: 29.03.2011 01:27
Viestit: 1390
PSN-Nick: Szuper
Viesti Re: PCARS - yleistä tietoa pelistä
Menee ikä ja terveys tommosen listan selailuun! :lol: Onko mitään puhetta 3 näytön setupista tai semmosen tulemisesta?
Entäs onko tossa mitään muuta "isompaa" mitä on muuteltu tai korjailtu?

On kyllä itellä pelit jääneet vähiin kesällä mutta syksyllä sitten enempi kun saan kaikki palikat hankittua. Tosiaan meinaan loppukuusta pistää tilaukseen sen polkimien adapterin G25 polkimia varten.
Vaihteisto tulee tehtyä silloin myöskin loppuun, nyt on vasta prototyyppi tehtynä ja odottelen tiliä jotta voin hankkia nappeja ja romikselta käsijarrun...

_________________
Endurance-hiiri.


08.08.2015 04:04
Profiili
Valvoja

Liittynyt: 06.12.2010 14:59
Viestit: 1840
Paikkakunta: Tampere
PSN-nick: finbaek
Viesti Re: PCARS - yleistä tietoa pelistä
Ei hajuakaan kolmen näytön tuesta. Muutenhan tuleva päivitys on taas askel lähemmäs pc-puolta, esim. ffb-säätöön tulee tarkemmat liukukytkimet konsoleille.
Tulee vaan mieleen taas, kuten neogaffilla joskus leukailivat, että pelit kannattaisi ostaa "1.3 tai 1.4 versioina" tätä nykyä.
On mennyt kummaksi pelimeininki. :|


08.08.2015 19:40
Profiili

Liittynyt: 29.03.2011 01:27
Viestit: 1390
PSN-Nick: Szuper
Viesti Re: PCARS - yleistä tietoa pelistä
finbaek kirjoitti:
Tulee vaan mieleen taas, kuten neogaffilla joskus leukailivat, että pelit kannattaisi ostaa "1.3 tai 1.4 versioina" tätä nykyä.
On mennyt kummaksi pelimeininki. :|


Joo näinhän se on. Julkkari on väärä päivä hankkia näemmä oikein mitään peliä... Ehkä suurin ihmetys on se että miksei tehdä yhtä peliä ja jatkuvasti päivitellä sitä, miksi luodaan peli, päivitellään sitä vuoden verran ja sitten kun se on ns. valmis niin lyödään markkinoille versio 2 ja sama rumba alkaa alusta :roll:

_________________
Endurance-hiiri.


09.08.2015 06:31
Profiili

Liittynyt: 29.11.2010 17:06
Viestit: 720
PSN-nick: MyhQ
Viesti Re: PCARS - yleistä tietoa pelistä
Szuper kirjoitti:
Ehkä suurin ihmetys on se että miksei tehdä yhtä peliä ja jatkuvasti päivitellä sitä, miksi luodaan peli, päivitellään sitä vuoden verran ja sitten kun se on ns. valmis niin lyödään markkinoille versio 2 ja sama rumba alkaa alusta :roll:


Koska raha ratkaisee ja jostain sitäkin täytyy saada.

_________________
- Organizing races est. 2011 -


09.08.2015 12:02
Profiili

Liittynyt: 29.03.2011 01:27
Viestit: 1390
PSN-Nick: Szuper
Viesti Re: PCARS - yleistä tietoa pelistä
MyhQ kirjoitti:
Koska raha ratkaisee ja jostain sitäkin täytyy saada.


Eikös nämä Project Carsin lisäosat ole maksullisia, tosin ei nekään taida kattaa kaikkia kuluja mitä peliin tehdään jälkikäteen. Imo. Bugeista tai pelin vioista ei pitäisi jälkeenpäin joutua maksamaan. Periaatteessa maksetaan kyllä koska tuostakin tehdään versio 2 joka tuskin tulee olemaan iso ero nykyiseen, siis sillä tavalla ero että olisi erilaisia autoja ja ratoja niin paljon että se kattaa koko pelin hintaa. :roll:

_________________
Endurance-hiiri.


10.08.2015 07:41
Profiili
Näytä viestit ajalta:  Järjestä  
Vastaa viestiin   [ 227 viestiä ]  Mene sivulle Edellinen  1 ... 7, 8, 9, 10, 11, 12  Seuraava

Paikallaolijat

Käyttäjiä lukemassa tätä aluetta: Ei rekisteröityneitä käyttäjiä ja 1 vierailijaa


Et voi kirjoittaa uusia viestejä
Et voi vastata viestiketjuihin
Et voi muokata omia viestejäsi
Et voi poistaa omia viestejäsi
Et voi lähettää liitetiedostoja.

Etsi tätä:
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by ST Software for PTF.
Käännös, Lurttinen, www.phpbbsuomi.com