Think E3 is easy?
Watch here on E3 week and see how much exercise I do.
| Date | 9/4/2012 |
| Filename | pCARS_0189_pre-alpha_PC-EXT_SFX.exe |
| Size | 2.99 GB |
| Website | |
| Last Access | 12 hours ago |
| Downloads | 1243 |
| Download | |
| Description | THE ULTIMATE DRIVER JOURNEY BEGINS HERE! Project CARS represents the definitive racing simulation... FRANCHISE MODE allows you to carve out a personalized career starting in the Karting world and then progressing on to whichever motorsport specialization you prefer including Rally, Touring Cars, Open-Wheel, GT, Le Mans, and many more! Play CO-OP with a friend as Driver/Co-Driver FULL TEAM MANAGEMENT... Have a large number of friends? Create, manage, and compete together! Experience the excitement of PIT STOPS like you've never seen before! Revolutionary PIT-2-CAR RADIO gives you the strategic advantage DYNAMIC Time Of Day & Localized Weather make every race unique and challenging 10+ GAME MODES covering every form of motorsport CLOUD-BASED SOCIAL NETWORK allows you to connect with friends, compare times & scores, compete and challenge each other, and share content USER-GENERATED CONTENT - Create your own liveries, decals, tuning setups, and even events! Then share them with the world - either for free, in-game credits or even real money! PUSHING TO THE LIMITS - Advanced physics, lighting, and AI MINIMUM SPEC CPU - 3.0GHz Dual-Core, 2.4GHz Quad-Core GRAPHICS - nVidia 9600 GT 512Mb, ATI Radeon HD 4750 512Mb MEMORY - 2Gb RAM (3Gb-4Gb recommended) CONNECTION - Continuous Internet INSTALLATION INSTRUCTIONS: Please download the latest version of the game, download link below. Players will need the most recent full build and, where applicable, the latest patch as well. The full build and the patch are both executables, so once they have been downloaded, just double-click on them to start the install. If a full build is being installed on a machine where a previous build has been installed, please make sure to uninstall the existing build first. You can do this either by runnng the uninstall option in the WMD / Project CARS folder under the Start Menu or through the Windows Control Panel "Programs and Features" (Windows Vista/7)/"Add or remove Programs" (Windows XP) option. It is also advisable to delete the Project CARS installation folder from your HDD. If installing a patch, please make sure that the most recent full build is installed first. Once installation has been completed successfully, two start icons should be placed on your desktop - one for the DirectX9 version (labelled as "Project CARS") and one for the DirectX11 version (labelled as "Project CARS - DX11"). In order to login to the game, you will need to use your forum username and password for security purposes. TROUBLESHOOTING: Connection issues: Make sure you use the most recent game build (check the version numbers above). Connection issues: Make sure your firewall is configured to authorise the game connection. If you continue to experience issues, it may be necessary to disable the firewall entirely whilst playing. Installation issues: Make sure your anti-virus is configured to ignore the game executable. Installation issues: Make sure to install the build (or patch) as "Administrator". KEYBOARD SHORTCUTS: Ctrl-I: AI control of player car. Ctrl-T: switch to trackside cameras. [ ]: decrease/increase FOV. F1: display developer menu. Ctrl-P: cycle to next post processing filter. Ctrl-Shift-P: switch post processing filters off. Ctrl-F: free camera. Ctrl-S: display FPS. Project CARS: 184 Pre Alpha Build 184 (30/3/12, Team Member+) Fresh profile is required fix for RenderContext blendstate 'over-optimisation' bug Update profile defaults (meaning new profile needed for this build). fixed black shadows bug under sx11 change to the setup of the weather forecast so that we always go from the first condition to the second one and back.. [Weather] day and night time building setup. i.e self illuminated buildings; weather system clamping values between 0.01 and 0.99 for emissive control; setting default emissivetexturecontrol to be 0.01; changing the name of the default sky texture. Experimental: modify camera behaviour when world movement setting is fully off. Fixes for console compilation errors Audio: Doppler setting changes for most cars (this heightens the effect). Most cars have subtle filter effect for interior engine sets to emphasise higher rev ranges Surface sounds received some balancing tweaks (wind effect is louder and jet stream enhanced for flybys) Cosworth DFV cars have received some balancing changes and some pitch and crossfade tweaks Reverb level settings adjusted. Sakitto: Change main fence texture; brightnes tweaks Monterey: new textures AzureCoast: textures Connecticut Hill: wtc and emissive control map tweaks so that windows come on at night; random factor added to CH lights coming on and off; rescaled nightcolor textures and reduced some of them in brightness; Textures update for fresnel road shader Portaloos created and placed on Badenring variations Fixed carbon shader not compiling with crumple damage and vinyls on (needed VS outputs to be packed into less items) [Weather] day and night time building setup. i.e self illuminated buildings. BAC Mono added to the game (placeholder physics) New exports of Azure Coast; JPLM; Connecticut Hill; Monterey; Sakitto Build 183 (29/3/12, Senior Manager) AI sounds for the JPM; New AI sounds for the Racer L4; AI sounds rebalanced; BAC Mono setup; Racer V8 tweaks; Various balancing changes across the game. Animations: kart_02: fix visor bone missing from export; driver had to be offset for animations to match current car. new control map for Keins tests on Connecticut hill Missing shared track textures such as the startlights etc Jin Ding - added working pit lane, 21 pit spots and 42 garage spots. Updated grid size to support 42 Added Trees and bushes to all 3 Sakitto Variations; New exports Added Monterey circuit New Sakitto exports Added/adjusted Time Trial starting points on following (non p2p/kart) circuits: Anhalt (all); Badenring (all); Bathurst; Besos (all); Bologna Reverse; California Raceway; Connecticut Hill (all); Derby (all); Florence (all); Milan (all); Northampton; Rouen (all); Sakitto (all); Wisconsin raceway Build 182 (28/3/12, Senior Manager) Asano LM11: reviewed all glass damage UVs; new car export New shared tracks textures Common/shared track textures updates Added kart 2 360 steering animations Added Palmer jplm 360 steering animations; New livery; Added livery names moon glow textures added; sky texture seams removed and pixelated suns sorted, wtc edited for moon bug fix balancing Asano TDX - 3d pan levels, subwave added to exterior Asano x4 3d level change Racer V8 - load curve update - plus subwave and exhaust resonation tweaks for more aggression. Improved handling of Rendertarget write masks in the RenderContext/BlendState. New Connecticut Hill exports Build 181 (27/3/12, Manager+) SR3 - More CPIT poly reductions, made CPIT brake disc and calipes * Inreased version of Milan GP; * Reset leaderboards for Milan GP. More Palmer Jaguar liveries/names Tweaked car audio soundbank settings for consistency. Mainly sample-rate optimisations but a few new ones had incorrect format settings, or default console settings (for future use) Jin Ding updated to support 40 car grid. no working pits yet as pit lane is blocked with a wall. weather forecast WIP Jin Ding new export Known issue: shadows under Dx11 appear pitch black Build 180 (26/3/12, Senior Manager) Asano X4 new export; updates according to review from 15.3.2012:driver moved up from 3PView to show full visor from front view, slightly altered left hand movement; setup glass damage + various fixes gumpert APOLLO new export Sakitto new exports; brightens tweaks WTC updated with moon settings; moon rendering now in place. Temporary fix for AI sliders; Disappearing button issue on Controller Calibration screen fixed, temporary fix for disappearing AI sliders in also (requires more time for dedicated solution though) global volume adjustment and boost to level sounds; load curve adjustments, plus some level changes and 3 d panning; balancing changes Build 179 (23/3/12, Team Member+) Updated UI with news ticker added Test flag wavers added to Bologna Improved ocean shader Added metallic effects to Racer cars New exports of California Highway and Azure Coast New exports of Ariel Atoms Added Sakitto track Build 178 (22/3/12, Senior Manager) Add GUI/profile options to set race date JPM Audio updates. Experimental settings to combat possible physics/audio disconnect Quick Solo screen has now had a lick of paint to fit the extra options in Connecticut Hill Textures updates for new materials JPM New liveries, livery names Reset car only allowed below 10mph Moon cycle textures added; moon dome added Environment audio for country road tracks added Derby GP updated to support 64 car grid Wisconsin Raceway updated to support 38 car grids Added the extra environment sounds needed by the California Highway track add tunnel verbs - further tweaks required WIP Moon Movement. Code written to generate following information for the moon based on date Track rotation offset is now setup, this means the tracks now orientate correctly to world space. i.e the sun should rise and fall exactly like google maps Fix for car reset not working in practice mode on tracks with no pits yet New GUMPERT export New Leonus F86 export Azure Coast added Build 177 (21/3/12, Senior Manager) Palmer: new cockpit display Gumpert Apollo: WIP suspension animations and some minor bug fixing New AIW. New raceline, 64 car grid and pits. Wisconsin Raceway Tweaks to the brake power and heating. Trying to get the warm up about right Asano X4 Palmer: Merged in fixed tyres + UV mapped cockpit display Asano LM11: fixed tread scrolling on all tyres Leonus F77: fixed LODX tyre tread scrolling direction Change to convolve shader to prevent bright sun from wiping out the whole thing - prevents odd flicker when sun comes in front of a wall etc Fixed 1 errant cut track that was halfway across, causing some warnings at Besos Fixed ugly popups of the trees in distance for the florence tracks Prepared metallic effects for Palmer liveries Palmer JPLM: cockpit exposure level set at 0.3 New Asano LM11 export New Leonus F77 export New Connecticut Hill exports California Highway added Build 176 (20/3/12, Manager+) Removing static envMap location from the weather wtc files and moving it to be part of the track trd Fixed cut tracks in first corner of Milan GP. Set grid sizes to 60 For both GP and short New liveries for the Palmer Fixed cut tracks where pulled onto track by recent corridor (left side only ) edits at Badenring Palmer: New fonts + font fixes for CPIT display Build 175 (19/3/12, Team Member +) Implemented basic interpolation of physics actors to smooth out their visual movement Fixed extreme case in computation of actor interpolation factor Adjusted several places in code to use common instance of identity transform instead of creating a temporary new one Disabled delayed switch off of actor modify bit. DX11 multi-threaded deferred context rendering is now available with the command-line switch -dx11MT Load/Save removed from F1 menu Formula B 360 steering added Formula B using paddle shifting Cloud speeds reverted to 0.02 ToD bug fixing Formula A: fixed custom liveries Asano LM11: tweaked interior lighting Gumpert: Fixed CPIT shift lights setup Racer SR3/SR8 360 steering Palmer: Added custom livery support Overcast cockpit exposure upped a touch Build 174 (16/3/12, Team Member +) MUST START A NEW PROFILE WITH THIS BUILD Shadowcontrol (DX11) multithreading fix Bug fixes for missing forces and software effect mixer issues Change default date to 22nd June Fixed spawning on the grid from a practice/qualify session when no pit lane exists App Support camera fix for crash when closing down the track camera manager Readded rumble strip effect for gamepads and missing marble vibe Added cockpit exposure interpolation factor to environment manager, to allow balancing between fully in-cockpit and fully external exposure settings Debug menu functions added to allow in game control of cockpit exposure interpolation factor Added in setup for Weather Descriptions Fix for crash on exit, when exiting from in-game to desktop Enable weather option We now animate between weather conditions Increased default gain for Logitech wheels New setups for hazey and overcast. clear setup dusk tweaked Added cam filesfor Jin Ding Additional track logos/maps and login screen reverted back to the black diagonal background Formula A: suspension animations Formula A: Removed extra custom liveries Racer: started CPIT optimization (10k polys cut), setup changes for display illumination Cloud shadows slower New Anhalt exports New Badenring exports New Besos exports New Derby exports New Florence exports New Jin Din export New Milan exports Build 173 (15/3/12, Senior Manager) MUST START A NEW PROFILE WITH THIS BUILD FFB : Major update to integrate AJ's Mz algorithm Restored spawning of particle effects on impacts DX11 core StretchRect helper made multithreading safe Fix pit lane limiter enabing in free practice when the track does not have a pit lane FFB stationary spring rewritten. Vehicle sets updated with stationary spring tweaker (new profile required) Switched ROOF CAM to use higher res driver model Changes to the dynamic weather system: Enviroment Manager now takes inputs such as long , lat and date. From this we now work out the suns Azmulth and Elevation from any place on Earth at any time. The suns information now feeds into the Weather system to give us our weather state. Our weather data keys are now keyed against the suns elevation based on if its rising or falling. Note the date will tick when clock goes past midnight. Milan and Rouen Short logos/maps added Add grid position option to profile and GUI. Added environment sounds to Bologna track Activated patch profile deletion for 0173 New Atom exports New Rouen exports Milan GP and Short added Build 172 (14/3/12, Senior Manager) Latest FFB deadzone updates Updating default gain for Logitech wheels. Copied some settings from G27 to Momo Reworked DX11 MSAA handling of resolves - fixes MSAA 2x DX11 corruption - 4% perf increase in MSAA 4x - 2% perf increase in MSAA 2x Support for -1.0 -> 2.0 in AI min/max sliders to help extend range Adjusted defaults for AI min/max sliders New midday sky textures less cyan UV seam in sky textures removed Classic Driver back in the F68 New AIW with grid size of 36, 18 pit spots.. Calcualted fueluse, checked lines and corridors. TRD updated for new grid size at Badenring and Anhalt Palmer JPLM: UV mapping fixes at the rear New AIW's with grid size of 36. Twekaed AI corridors and driving lines. Editied TRD's for grid size of 36 at Badenring Historic and Besos Fixed cut tracks being 1/3 the way across the track at the 3 waypoints near the end of the esses at Bathurst New Ariel Atom 3 export New Asano X4 export New Asano LM11 export New Northampton export New Wisconsin Raceway export Known Issue: Game asserts when exiting from the GUI Build 171 (13/3/12, Manager+) Bug fixes regarding wheel lock and circular deadzone Windscreen reflection strength scaled up and made dynamic, so that as time of day changes it can adjust to match Fix for 'looking back' camera incorrectly using the cockpit settings (when in the cockpit) Fix leaking shadow rotation textures Added cobbles terrain to cut track valid test Added lods for kart tracks Vehicles: ambient shadow update on all cars for larger projection area and set texture to read as linear instead of sRGB Leonus F68 full 360 steering. Palmer JPLM pass1 animations New physics pass on the Leonus 68 Updated all TRD's with Longitude, Latitude and Timezone data Fix for Dark Cockpit bug! Skyrings now properly occlude the sun. (this means that as the sun dips behind this horizon it will fade off nicely) Aries: New HUD Mini element Formula A: added livery names Palmer JPLM updated: animations, driver position, camera position Racer: updated unlit display textures, new lit display textures added Changed the intro background and top bar in preparation for further improvements New Racer exports New Palmer export Annhalt GP and National added Besos GP and National added Florence GP and Short added Build 170 (12/3/12, Senior Manager) Removed two code asserts which were not necessary as they kicked in when loading cockpit meshes Added support for concurrent competitions with different start/end times. Events are sorted into end time order and default view to the first available 'open' competition. Competitions are described by the server and can be locked down by car, track and forced default setup flag at this time. Basic work complete, refinement of GUI required, and car select system needs to be made available to the Events screen. Competitions/Events: when the required content is not installed, allow the player to view the event details but display DLC text and disable relevant buttons to prevent participation. Fixed bugs in PC session volume query to avoid disk space check on CDROM drives and avoid duplicate drive names New liveries for Forumla A Crowds/billboards and track textures updates Fix for external cameras Racer engine audio Added Palmer Jaguar to the game Bologna Long Lat and Timezone settings adjustments New modern Badenring exports Build 169 (9/3/12, Team Member +) MUST START A NEW PROFILE WITH THIS BUILD Adjust grid placement percentages to 80% performance, 20% random Fix in weather system for restarting a race Adjusted minimum AI defaults Fixes for cockpit steering wheel/driver arms anims during AI control and replay playback HUD display: Fixed rpm bar background colour, added fuel readout Fixed up Badenring grids and opponent counts Corrected opponent count for Derby and Wisconsin Added overall AI difficultly range based on place on grid using 60% position and 40% random to bias the field to stronger drivers at the front. Removed applinks and data from the profile for old AI sliders Bumped version of all vehicles for Friday's stat reset Reinstated use of phase 2 lighting data for trees - this allows headlights to cast onto them correctly Caterham R500: LODA/B springs added GUMPERT physics update Constraint orientation of contact between vehicles is adjusted to help prevent scooping Added a small range to AI driver minimum default sliders New Caterham export New Badenring historic export New Belgium Forest export New Loire exports New Rouen export Wisconsin Raceway added Derby GP and National added Build 168 (8/3/12, Senior Manager) Input: Default menu centering spring strength reduced to 0.15 for Fanatec CSRE. Random settings for AI settings based on min/max ranges New ranges for AI character tweakers to allow a larger set of characterisations AI opponents max set to 35 for new AIW. New AIW with working pitlane, 18 pit spots and 36 garage spots. New Line and corridor tweaking for AI at Bathurst Belgian forest - performance update Added updated tracklist and xmls for Rouen (raceline and trees) New Badenring exports New Bathurst exports Rouen added Badenring Historic added |
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