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PC Project CARS Patch 7.0 released for PC

Discussion in 'Project CARS' started by Dennis, Dec 10, 2015.

  1. Dennis

    Dennis
    RedShift Racing Staff

    12317534_984704768256706_714341934_n.jpg

    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.
     
  2. Andy Jackson

    Andy Jackson
    Sponsored by BRUT Premium Member

    Still no sign of the MP damage bug being fixed Dennis?
     
  3. 1) Worst than it's ever been since this patch is the "stuck in pits" going from qualify to race.
    2) Connection lost during race seems to be happening more frequent.
    3) The new Silverstone Classic can't be used online if you use a qualify since you get stuck in the pits when it goes to race. You would think they would have fixed this new content with patch 7.0
     
    Last edited: Dec 13, 2015
  4. Dennis

    Dennis
    RedShift Racing Staff

    Nope, but fortunately it hasn't happened again since we enabled damage.
     
    • Agree Agree x 1
  5. .. and they nerfed the properly simulated tire heating that was introduced in patch 6.0. Most likely due to a few vocal console drivers who were totally over driving the cars and caused a racket on the forums.

    .. this is why we can't have nice things. :(

    Man I hate to see what happens to Assetto Corsa when it hits the consoles. Hope they can't get so easily bullied into changing stuff to make it comfortable for console racers.

    First they giveth.. then they taketh away. Sigh.. time to play that song on repeat.
     
    • Agree Agree x 1
  6. ONT

    ONT

    The nerf on tire heating is a concern.
    But I highly doubt this is the final version.

    An OPTION to turn heating off will be the best solution, for all that had problems adapting to 6.0
     
  7. xnorb

    xnorb
    Premium Member

    When will development studios and publishers realize that PC and console versions need to be different to appeal to the according playerbase?

    At least make it a difficulty setting.
    Pro difficulty = realistic heating.
    Arcade difficulty = temperatures always perfect.
     
    • Like Like x 1
  8. Boby Kim

    Boby Kim
    There is no spoon... Premium Member

    I'm not even going to reinstall Pcars. Seems like SMS is throwing the towel in the corner when it comes down to Full flag system, solid pitstops (pits is occupied), solid AI etc etc. SMS should be smart and develop Pcars 2 only for console: no pitstops, no flag system, just NFS fun racing.
     
    • Agree Agree x 1
  9. Could someone to put a link for latest Jack Spade FFB Tweaks?
     
    • Like Like x 1