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Project CARS: Patch 1.4 release notes

Discussion in 'Project CARS' started by Gary Thompson, Jun 1, 2015.

  1. Gary Thompson

    Gary Thompson

    Project CARS Audi LMP1.jpg
    Stephen Viljoen of Slightly Mad Studios released the notes of the upcoming 1.4 patch that will resolve various issues with Project CARS on the PC, PlayStation 4 and Xbox One platforms.

    Currently the developers have not yet given out a release date for this patch but it's expected as soon as they receive green light from various external parties.

    • 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.
    • 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.
    • 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.
    • 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.
    • 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.
    Last edited by a moderator: Jun 1, 2015
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  2. Mike85


    where did you get this? all this will be included in the next release?
  3. Kyle Pearson

    Kyle Pearson

    It's posted on the official public forum in the "News and Announcement" section. Yes, all of that will be in the 1.4 release when it's available.
    • Like Like x 1
  4. ENDR


    Hah. This implies that currently they DO lose some grip in the wet. Interesting, somehow I haven't noticed :roflmao:
    • Winner Winner x 1
  5. Adam Gough

    Adam Gough

    glad they fixed the shifter issue its a pain having to reconfigure to controller setup everytime i want to drive a different car!
    • Agree Agree x 1
  6. Flying Kefran

    Flying Kefran
    From Gran Turismo to pCars


    Still a significant disavantage to have a pit box near the entry... but it is better than having to pit two or three times to get the correct tyres !
    • Haha Haha x 2
  7. ziggy12345


    Still a long way to go..... FFB on the track surface so its not really smooth all the time for instance
  8. Frank

    RaceDepartment Administrator Staff Premium

    Not a bad start with patching I guess, let's hope they are going to keep this up.
    • Agree Agree x 3
    • Like Like x 2
  9. Ole Marius Myrvold

    Ole Marius Myrvold
    JWB 96-13 Premium

    That was indeed a solid list of fixes!
    • Agree Agree x 1
  10. Lawndart


    I would really like to see the PC decoupled from the console patches... It's really leading to a lot of uneeded waiting on the PC side... Not to mention there are dozens of more tweaks they could do to the PC like triple screen, rift, online functionality, custom events, etc.
    • Agree Agree x 4
    • Like Like x 1
  11. Brandon Wright

    Brandon Wright
    I may not be fast, but I'm wide!

    I'm pretty sure we got the first patch several days before XBone users got it. They probably have to work on the fixes altogether, then just apply it to the different platforms and submit the patch. I don't think Steam has to go through the same verification processes that Sony/MS do so we should receive it before console users. The patch notes show all three platforms got some love, but obviously this one was going to be lopsided towards consoles since they had the most issues. But triple screen support, occulus, etc. could be included with a patch that also has console fixes.
    • Like Like x 1
  12. Torcano



    Sorry, I just had to :x3: . Good to see consoles getting the freedom to choose if they want framerate or higher graphical fidelity via an options menu finally. Quite progressive if I must say so myself. :thumbsup:

    If only I could stand the horrendously overdone gear shift noises where the engine rpms wobble for a good 2 seconds at a time then I would probably spend more time in it. :p
    • Haha Haha x 1
  13. Shawdad

    PSN ID: Shawdad

    Was kinda hoping they would take steps to improving the AI. Maybe later.
    • Disagree Disagree x 1
  14. Kurupt CDN

    Kurupt CDN
    DirtT Tuned Motorsports

    You must have skipped the part that said "First pass on improving Ai performance and ability on multiple tracks" :)
    • Like Like x 1
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  15. Rob


    None of this really matters to us xbox users unless we can't get more than 6 people into a private lobby. They screwed the pooch in multiplayer.
    • Agree Agree x 1
  16. Arne Dopudja

    Arne Dopudja
    Leader of the infamous Chevy Gang.

  17. Manuel Garutti

    Manuel Garutti

    still no triple screen support....i hope they will release the separete rendering soon
  18. Lazarou


    I read somewhere that because PCARS is built on the old rfactor gmotor engine that triple screen can't and wont be implemented properly.
  19. Brandon Wright

    Brandon Wright
    I may not be fast, but I'm wide!

    Last edited: Jun 2, 2015
    • Beer Beer x 1
  20. Lazarou


    The madness engine is a evolution of the gmotor engine, just like R3E have done that they both used in the GTR series I believe.
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