PC1 pCARS - Builds

Build 234 (14/6/12, Team Member+)
Added more p2p logging
AC metropole building textures checked in
Northampton 'Wing' textures checked in
Cars.lod simplified and prepped for LODD addition. C->D switch to be updated when all cars are ready.
Lotus 49: removed fake wings. New default setup with wide tuning ranges to try and handle the loss of downforce. Could certainly still use some tuning work
Added Formula Rookie car
Bumped version of all vehicles for Friday's stat reset
Formula Rookie animation pack1 + gear to animation
- tweaked roof camera to show driver helet + hands on wheel
- lowered cockpit camera position to match better with driver eyes level
Belgian Forest Circuit - add new textures for Kart Building and WoodenHut
Formula rookie animation, right hand with tighter grip on wheel .
Belgian Forest - add new textures - stavelot buildings
Lotus 98T textures: restored real logos on textures
Lotus 78 textures: restored textures with real logos
Added few more temp barriers from casino square to tobac corner for azure circuit
Formula Rookie: statistics file created and added
AI disabled at Azure Circuit until working AIW is available
Lotus 49: steering ratio lowered back to previous setting
Azure Circuit : updated sction exiting tunnel for new armco. Hand edited raceline and corridors
Lotus 78/98T textures: replaced GripYeah tires with GoodYear
New Ariel exports
New X4 export
New Lotus 49 export
New Lotus 78 export
New Azure Coast export
New Belgian Forest export
New Northampton export

Build 233 (14/6/12, Senior Manager)
Ghost system:
- The player will be informed on the HUD when some of the selected ghosts failed to load
Fixed bug in BDateTime::GetDaysInMonth when checking Feb in a leap year
When enough information about connectivity/latency has been collected from pinging a member on their all known addresses, choose the best address as the "live link" to the member - all p2p communication will then use this address
Added check to prevent wasted alloc when formatting with an empty string
Refactor and optimise internal physics tick and player physics subtick
- Improvements to performance with changes to PhysX updates
- Default physics internal tick to 600 hz
- Alternative 360hz exe added pCARS_360hz.exe
Memphis:New textures for Scoring Pylon asset
Caterham SP300: added new livery
Upto date co-ords added for maps
New 'placeholder' map added for testing purposes
Added the HUD co-ords for Azure Circuit
Leonus cars renamed to Lotus
Memphis:Tweaked light levels
Memphis:New texture for video wall
Memphis:Source textures for ScoringPylon
New GUMPERT apollo export
New Stockcar export

Build 232 (13/6/12, Senior Manager)
Reverted changes from CL 224287:
- raise core tick to 600Hz
- substep tire/driveline rate x2 below 40 RPS avg on fronts
Peer to peer communication WIP:
- Maintain list of all possible IP addresses of session members
- Try to ping members at those addresses
- Give up when there is no reply after severl ping retries, mark p2p address as "live" when a ping request or response is received from the address
Debugged and improved potential lap time prediction method. Bumped version invalidating previously recorded laps
Ghost system:
- Added text message for a ghost load failure to the text database.
- Re-exported text database header.
Gumpert Apollo: Suspension and wiper animations. Wider tuning ranges and small changes to default setup. Adjusted brake heating and glow ranges. Reduced high-rpm engine braking for less lift-off oversteer
Adding supercharger sound for use with Caterham SP300
Adding SP300 engine set
Bathurst texturemaps of slopes
SP300 balancing changes
SP300 engine samples changes
Adding SP300 AI sounds
Caterham SP300: added new livery
BAC Mono: corrected badges (BAC request)
New GUMPERT apollo export
New Azure Circuit export

Build 231 (12/6/12, Manager+)
Updated the game client to handle new datagram format correctly. Initial support for p2p ping messages (which will also serve as NAT punchthrough probes)
Moved all Used textures to the Harrison Pike folder for memory optimization reasons
Rescaled/downscaled/dealphaed maps of Harrison pikes for memory optimisation
Stockcar90: livery fixes
Memphis - add new textures (top stands)
Memphis - New textures
Changed direction arrow for maps (concord, Monterey)
Memphis - add new textures for seats
Derby GP and National: New AIW for new chicane layout. Complete new main path, corridors and racelines done
New Derby exports
New Harrison Pike export
New Memphis export

Build 230 (11/6/12, Senior Manager)
Re-enabled spindle fixups with tweaks to thresholds to take into account higher tick frequency
Set car details on fixup to ensure correct wheel offsets used
Moved ping handling to a separate class
Changed broken spindle detection based on Tom's testing feedback
Concord Oval: New racline and narrowed corridors off the outside walls
Harrison pike textures updated and adding new ones
Concord Circuit: New complete AIW. Supports 36
Removed cones blocking the pitexit of Concord circuit
Added new track maps for Florence
Added new track maps for Harrison
Added new track maps for Henrico
Added new track maps for Heusden
Added new track maps for Jin Ding
Added new track maps for Memphis
Added new track maps for Milan
Added new track maps for Monterey
Added new track maps for Moravia
Added new track maps for Northampton
Added new track maps for Rouen
Added new track maps for Sakitto
Added new track maps for Summerton
Added new track maps for Test Track
Added new track maps for Wisconsin
Sakitto - Removed the Thrustmaster Event Dressing now the competition is over
Caterham SP300: added new livery
Bumped Zonda version to 3
Added new Azure circuit map
Caterham SP300R: new cockpit display
Caterham SP300R: added HUD display
Added Azure Circuit back in now weekly build is done
New Concord Circuit export
New Harrison Pike Raceway export
New Sakitto exports
 
Really that's what you got from that? I was just asking a question. I just thought it's a little weird that all of the build info from a game that's not even beta is out on public forums for everyone to see. Can't say I've ever seen that done before, I'm also not entirely positive it's a great idea.

However I support the idea that is pcars and I have invested, I'm not bashing it in the least.
No John,
My post wasn't a direct reply to you, it just happened my post was after yours.
It probably would have been better if I had quoted the part of the post I was responding to.
Sorry for any misunderstanding.
 
^ What are we to infer from that? Since it's a false statement, I can see two possibilities:

1 - You didn't read my previous posting, or otherwise try to understand.
2 - You can't resist the urge to drop a derogatory remark towards pCARS or the WMD community at any opportunity (or lack thereof...).

Of course, we all know which it really is, and it's precisely things like that which makes any kind of normal conversation impossible around here. It's a disgrace.
 
As far as I am concerned and in my opinion, WMD/SMS have used this community assisted development as an excuse to get more money up front. The community are having no real say at all. It's driven by investors with big money in the hope it will sell in the millions on the consoles. That is no race sim to me, just a simcade title in the same catagory as the Shift titles. But that is my best guess. That's a guess..........you know, a guess. An opinion, my opinion and my opinion alone and I am entitled to it. Dr Justice, if you don't like my opinion. Tough.:cry::cry::cry:
 
@ Andy Jackson : You assume too much about both WMD and me. I don't care about your opinion. However, I care abut the spouting of drivel and innuendo, as well as the clear animosity towards the WMD community. One can only wonder why you and a few others feel that you have to run an endless bashing campaign against a friggin' game and some fellow simmers.

@ martinsalat : Sorry about the off topic. However, there isn't a snowballs chance in hell that you'll get a sensible pCARS discussion going here. Unfortunately this thread was doomed at it's inception for being about pCARS on RD, and then mortally wounded at post #5 with the usual conspiracy waffle.

There isn't any need to follow up this posting - I suggest we let the thread go on topic or die peacefully...
 
Build 239

Build 239 (22/6/12, Team Member+)
Online source structure cleanup, WIP:
- Added generic "OneSock Task" interface.
- Sockets now implement the task interface.
- Replaced socket list by task list class.
Online source structure cleanup, WIP:
- Changed CSProtocol to a task instead of inheriting TCP socket
Fix for skydome not rendering correctly when using envmap boost.
Fix for dynamic maps not rendering correctly on PC
Ref lighting added to correct wtc slot
Static file-updated temp barriers from casino square to tobac corner for azure circuit
Track Textures- New temp kerbs texture for Azure Circuit, first revision
WTC and night sky changes to boost ambient levels between night and sunrise/sunset. pc and console specific textures for the starry sky now dxt5 rather than l8 as it has colour
WTC update for night ambient
Azure Circuit: Hand edited newly modified areas to get the AI through without hitting armco's
Track textures-Added new road textures for Azure circuit, first revision
Belgian Forest - updated viewer trees for pit areaBelgian Forest - fixed issues with missing trees texture - swap wrong models
New Formula Rookie export
New Azure Circuit export
New Belgian Forest export

Known Issue: Caterham Superlight has an issue with the LODC front right wheel cover pivot...

Build 238 (21/6/12, Senior Manager)
Inform master server about p2p connection success/failure rate
BManager: Added eManagerUseMicroDelta for a temporary test mode to check usage of microsecond delta during auto tick
Added temporary switch to enable testing of updated physics delta timer
Updated physics manager:
- Adjust physics internal hz based on load
- Catchup enabled by default
Added settings for tick rate as well as min and max
Added logging for over/underclocking the vehicle dynamics
Added logging for delta between ticks and tick length
Physics debug displays internal physics lap times
Online source structure cleanup, WIP:
- Removed unused sources from the project and moved them to "removed" subdirectory. Some will be reused later, some deleted for good.
Added accessor for physics tick rate
Added reference lighitng state
Online source structure cleanup, WIP:
- Got rid of "Tech_Sabre" subdirectory and defines/ifdefs. There is only One OneSock to rule them all now.
Fix for moonlight direction
Added physics tick rate to top right FPS counter
Lotus 49: Revised suspension geometry to reduce rear steer, plus setup tweaks to go with it
Stockcar 1990: Reduced steering lock in attempt to prevent the suspension inversion bug
Belgian Forest Circuit - add new textures for FoodSnackHuts
New Formula A physics. Removed experimental no load sensitivity, revamped grip and aero amounts (downforce is slightly lower). Removed negative ackerman on the front geometry
Formula Rookie: added new livery
Ref lighting condions added to superstorm slot
New Derby exports

Build 237 (20/6/12, Senior Manager)
Added in new cloud lighting
Added in new moon lighting at night time
Fix for being unable to key cockpit exposure
FFB Meter:
- Created Base::BForceHistory
- Added SetName/GetName to Base::BForceEffectBase
- Added force recording to BIDevice, _BGamepadXInputPC, _BGamepadPS3 and _BGamepadXbox360
- Fixed dangling rumble bug in _BGamepadXbox360
- Base fixes for Unicode string copy/conversion
- Removed cForceSteeringVibe, replaced with correctly named cForceSteeringScrub
- Re-enabled Brake Vibe and Rumble Strip (for Gamepads only)
- Added FFB Meter section to Telemetry HUD
Belgian Forest Circuit - add new textures for Medcenter
Formula Rookie: added new livery
Lots of lighting changes to all lighting conditions. including addition of moon light and extended twilight sections. New textures for twilight skies and console specific versions added. cloud settings in wtc, although the clouds will not be visible in game yet
New Lotus 49 export
New Lotus 78 export
New Lotus 98T export

Build 236 (19/6/12, Manager+)
LAN peer to peer support:
- Added helper classes to enumerate local adapters/interfaces
- Create and bind datagram socket before sending create/join session request
- Include list of all local adapter addresses and the socket bind port in create/join requests
- This allows the game to send packets to other session members on the same LAN or VPN directly, without depending on NAT punching to succeed on the LAN router (which usually does not work when both computers try to do so from the "inside")
PS3 Physics: Add micro sleep after thread yield to allow other threads to run
Belgian Forest - add new textures - Stavelot complex
Formula Rookie: fix for bad auto shift points, slight braking torque imbalance, and reduced engine braking
Gumpert Apollo: revised wiper animation
Northampton 'Wing' texture updates
groundcover bathurst and exclusion
Lotus 49 textures. Tweaked glass transparency
360Hz exe removed
New Asano X4 export
New Formula Rookie export
New Lotus 49 export
New Lotus 78 export
New Bathurst export
New Northampton export

Build 235 (18/6/12, Senior Manager)
Change to the camera code so that we now ignore mFar on RTTI and we use a standard far clip of 20000 on standard rendering cameras
Online:
- Fixed a problem with POST body data being destroyed while still in use by CURL
- Changed MD5 calculation from using an undocumented CURL function to use public OpenSSL API
- Fixed several type-mismatch errors in calls to curl_*_setopt.
- Fixed calls to curl_share_setopt( ..., CURLSHOPT_SHARE, ... )
- Requests to servers that haven't been discovered yet will gracefully fail
Added early winsock2 include to BSetupPC.hpp. This should solve problems with some windows headers defining structures+functions only for winsock1 but not for winsock2
Base now waits for the Resource Thread to confirm creation before initialising other systems. This addressed an issue in some tools where the main execution finished so quickly that the App tried exiting before the Resource Thread had been able to get started
Remove wait from physics tick update
Re-enabed Azure Circuit AI
Lotus 78/98T: real liveries restored
Lotus 49 Textures. Real logos replacing fictional ones
Lotus 49. rcf updated to use real Team Lotus liveries
Common Textures. Minor Common_CPIT_Specular tweak, brighter gloss
Texture updates on Harrison Pike on kerbs and outer buildings
Kerb texture for Harrison Pike worked over and increased in resolution
Caterham SP300: added new livery
Formula Rookie: fixed name
Formula Rookie: added HUD variation
Caterham SP300: added new livery
Derby - new pitlane texture
Azure Circuit: edited corridors near tunnel chicane exit to preven AI from striking barrier there
Formula Rookie: Added support for custom liveries
Formula Rookie: tweaked camera positions
Belgian Forest Circuit - add new textures for KartingSFHut
New BAC Mono export
New Caterham R500 export
New Formula Rookie export
New Lotus 49 export
New Azure Coast export
New Belgian Forest export
New Derby exports
New Harrison Peak Raceway export
New Northampton export
 
As far as I am concerned and in my opinion, WMD/SMS have used this community assisted development as an excuse to get more money up front. The community are having no real say at all. It's driven by investors with big money in the hope it will sell in the millions on the consoles. That is no race sim to me, just a simcade title in the same catagory as the Shift titles. But that is my best guess. That's a guess..........you know, a guess. An opinion, my opinion and my opinion alone and I am entitled to it. Dr Justice, if you don't like my opinion. Tough.:cry::cry::cry:

Glad to see that my impression and early discussion about Pcars and the way they (WMD/SMS) were actively pushing it is clearly and accurately described in Empty Box's video here:

http://www.racedepartment.com/media...nding-the-hype-opinionated-not-a-review.9489/

mod-edit: posted around 20 times now in the wrong section, right section is here http://www.racedepartment.com/media/

Member-edit:I disagree, as do a lot of members. Videos in the right context belong in the discussion thread that relates to them. General PR video's, hot laps etc, yes in that media section, but not this kind of video, but hey, you make the rules.
 
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That's not to say I don't like it, coz I do and I am having some great MP races here at the club. But the vitriol that was aimed at members here who did speak out against the games development style and it's focus, was bad. Being called haters and worse and bullied, banned and refunded on WMD.
I hope the investors** that felt the need to abuse members here and other places on the web, feel ashamed at their behaviour now and I am glad that RaceDepartment did not go down the same route as VR and No Grip with their endless cyber bullying against anyone who dared speak out against Pcars in any form.
Just my subjective opinion on the matter. :thumbsup:;)

Discuss.................in a friendly way.:cool:
** ps, obviously this only applies to those investors who it applies to and who should feel ashamed.
 
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Playing the victim Andy?
Every exchange from both sides are all still here for people to read and draw their own conclusions.
Here was me thinking it was in the past too.

Do you remember quizzing me about why I did not having much time to join in the argument?
He's dead now and I have loads of time. :D
 
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I have nothing to be ashamed of my fellow RD members. Like I said I like the game, it's great fun. I and others merely pointed out it's flaws, it's origins and it's rabid, aggressive support by investors or should I say "not" investors. ;):D
You are right, it was in the past, but good old Empty Box has summed it up very well in his recent video don't you think?
No need to get all aggressive or passive aggressive because like you state, it's all in the past. And no, to answer your question Mark, I am not in the slightest playing the victim, because there are no victims. It's just a game.:sneaky:
 
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