Project CARS (crowdsourcing) racing sim by Slightly Mad Studios (fully funded 3.75M)

Today my mind was blown: The silly flame effect that appears on tailpipes in racing games like CARS happens in real life. :P I mean, I guess I realized it could happen, but had never seen it.

Someone on the interstate was driving a black lamborghini and gunning the engine to make it loud and draw attention, and the tail pipes were doing little flashes of fire.

I love seeing backfires on performance cars in real life, although some local muppet must have deliberately tweaked the air/fuel mix on his Impreza because long blue flames shoot out of the tailpipes every single time he changes gear. It looks ridiculous.

Backfires in racing games and sims are one of those intangible little details that makes me smile every time I see them. When Forza finally added them in FM4 it was a day for celebration for me.

The ones in pCARS always seem to be of the slow-burn variety, with long flames lasting a second or so. It'd be nice if these were mixed up with the more explosive quick-flash type (with accompanying 'pop') that you get in, say, GT5 or Forza.

Yes, this is important to me.
 
I have an i5 4670k OC'd to 4.4ghz and a GTX980 Twin Frozr OC'd in my rig. In general I get phenomenal performance in pCARS. I generally lock the framerate to 61 FPS (display is a 60hz plasma) and 1080p. Outside of Spa's main straight I never drop a frame at max settings and 4x MSAA(no vsync)... with 1 car on track...

The kicker is whenever I have multiple cars I feel like I get small judders. Whenever there is a collision or just a lot of AI in my field of view, I get stuttering. Could I be CPU limited? Even a field of 16 cars under normal conditions knocks 5-7 fps off of my average for a 10 lap race with the AI. I am curious how those with i7's, particularly the newer ones, fair with large fields of cars?
 
I'm getting 15fps (mostly ultra) with i7 4790K and 2x 970s. I think it's safe to say it's unplayable with SLI, but I really hope that'll change upon release. First game I've encountered with this issue.

edit: 40-50 fps with low/medium. Gonna try with only one 970 later.
 
I'm getting 15fps (mostly ultra) with i7 4790K and 2x 970s. I think it's safe to say it's unplayable with SLI, but I really hope that'll change upon release. First game I've encountered with this issue.

edit: 40-50 fps with low/medium. Gonna try with only one 970 later.
read this thread for help to get SLI working.
 
Juniors ahoy.

RxKrwzX.gif


I'm not even a member - just wanted to use that gif.
 
Do I have to uninstall and reinstall the game from Steam or what?
No. there's no login screen enymore, that's all.

I'm not sure about this, so take it with a grain of sal,. but maybe you need to set your updates to daily instead of monthly to update. I could be wrong, but be sure to check it out if your game doesn't update properly.
 
Nirburgring GP for all! :D

Shame I cant play the game until I purchase new GPU [which will happen around Witcher 2] at the latest. :-/
 
Sorry if this has already been posted, but IGN have four minutes of offscreen footage of the PS4 version (Aston Martin at Silverstone, with a bit of weather and time of day stuff) taken at NYCC:

http://au.ign.com/videos/2014/10/09/4-minutes-of-project-cars-gameplay-nycc-2014

Hard to make judgements on image quality from off screen footage, but it does look really good there.
That's old footage, and before anybody points it out: AI was bugged in that build.

They're testing new chase camera settings. In today's build we should have a new chase camera based on a member's tweaks. You can see his results in this video. I think it's spot on, very much improved from what we had previously: https://www.youtube.com/watch?v=s6SgbgVNNHM#t=10
 
I love seeing backfires on performance cars in real life, although some local muppet must have deliberately tweaked the air/fuel mix on his Impreza because long blue flames shoot out of the tailpipes every single time he changes gear. It looks ridiculous.

Backfires in racing games and sims are one of those intangible little details that makes me smile every time I see them. When Forza finally added them in FM4 it was a day for celebration for me.

The ones in pCARS always seem to be of the slow-burn variety, with long flames lasting a second or so. It'd be nice if these were mixed up with the more explosive quick-flash type (with accompanying 'pop') that you get in, say, GT5 or Forza.

Yes, this is important to me.

Yeah, it's these little things that make a game for me.

A while ago, I used to think that constant backfiring in car games were a little over the top. Until that is, I went and watched the Bathurst 1000 years ago. Almost every gear change resulted in loud backfiring with visible flames. I mean, it really was a constant thing.
Bang rumble flame pop crackle. Yeah, it's a turn on.
 
Oh nice, will redownload today and see how it has progressed, never really got on with Project Cars, have preferred Assetto Corsa so far but willing to be convinced otherwise.
 
Oh nice, will redownload today and see how it has progressed, never really got on with Project Cars, have preferred Assetto Corsa so far but willing to be convinced otherwise.
Don't forget you need to delete your profile and graphics settings with each new build, otherwise you can suffer undesirable bugs (both in CARS folder at My Documents).
 
Bang rumble flame pop crackle. Yeah, it's a turn on.

There's definitely a market for a little box that sits on your coffee table with two tail-pipes poking out of it that randomly rumble, pop, crackle and shoot flames at the press of a button.

Fuck it. I'm setting up a Kickstarter.
 
There's definitely a market for a little box that sits on your coffee table with two tail-pipes poking out of it that randomly rumble, pop, crackle and shoot flames at the press of a button.

Fuck it. I'm setting up a Kickstarter.

Am just going to get an RC30 in my living room and set the fuelling to be really rich :P
 
Have SMS put out any new Wii U change logs recently, or is everything on the backburner till the other versions are completed? The last change log I saw was way back, earlier this year.
 
Have SMS put out any new Wii U change logs recently, or is everything on the backburner till the other versions are completed? The last change log I saw was way back, earlier this year.
WiiU developent has been severely kept away from he forum because some retards were leaking everything that was written about it.
 
That's footage from NYCC, which opened five days ago.

How long until launch now?
By old footage I meant an old demo. If I'm not mistaken by how the cars behave, it's the same demo shown at EGX. To make myself clear enough, there was a bug with the AI, the next day that bug was already fixed, but I'm afraid it didn't make into the demo. This doesn't mean the AI is bugged. It's still geting the fina tweaks and fixes, but it works quite well at the moment.
 
By old footage I meant an old demo. If I'm not mistaken by how the cars behave, it's the same demo shown at EGX. To make myself clear enough, there was a bug with the AI, the next day that bug was already fixed, but I'm afraid it didn't make into the demo. This doesn't mean the AI is bugged. It's still geting the fina tweaks and fixes, but it works quite well at the moment.
It does make you wonder why they're choosing it as the public showcase of the PS4 version this close to release then.
 
Article on STM: http://www.wmdportal.com/projectnews/inside-project-cars-seta-tire-model/

Racing, whether it happens in the real or the virtual world, is all about tires. That’s why Project CARS is powered by the revolutionary Seta Tire Model (STM) that plays a key role in making the WMD-powered title the most authentic virtual racing experience.

But what exactly does the Seta Tire Model do? Slightly Mad Studios’ physics expert Andrew Weber takes us for a look deep under the hood of the tire technology that drives Project CARS!


SETA TIRE MODEL DESCRIBED

Seta Tire Model (STM) is a full dynamic tire simulation. Actually, it is three coupled simulations, one for the tire carcass, one for the tire tread and contact patch, and one for heat transfer simulation. It is also modular, where different carcass and tread simulations techniques can be used interchangeably. For example, off road racing may use a different tread simulation.

CARCASS SIMULATION

The carcass simulation used in Project Cars is a finite element simulation with specific computational optimizations specific to real time tire simulation. The carcass is discretized into small connected “elements”, each one flexing and deforming due to forces.

Features:

Elastic behavior changes with speed, temperature, and pressure
Rolling resistance changes with speed, temperature and pressure
Sidewall buckling at low pressure
Bias Ply, Radial, or Hybrid construction
Gyroscopic Effects
Dynamic response such as vibration, telescoping, and twisting
Seta Tire Model
Seta Tire Model
Seta Tire Model


TREAD SIMULATION

The tread simulation used in Project Cars is a finite difference simulation of the contact patch, with the tire tread “flowing” through the contact patch. The whole tread itself is discretized into elements much like the carcass, but the contact patch itself is a finite difference grid.

Features:

Flash Heating, which is the change of temperature in the outermost rubber layer through the contact patch.
Componentized grip model. Each component is affected differently by road surface conditions, wetness, and temperature.
Deformation – the rubber deforming in and around asperities, resisting sliding motion.
Adhesion – the rubber bonding to surface rubber and material.
Tack – the sticky tacky grip you can feel on your shoes when walking a rubbered in track, related to adhesion.
Tearing – the ripping of rubber from the tire
Cut – grip from the geometry, edges, grooves, and siping of the tread, with particular effect in dirt and gravel
Tread channel depth and water handling.
Discretized and temperature sensitive wear
Curing
Temperature sensitive elastic properties
The carcass and tread simulations are coupled such that there is no roughness or “stepping”, while still preserving the detail of both simulations. The contact patch size, shape, and pressure distribution is determined by the carcass simulation and is used by the tread simulation. The forces on the tire from the road surface are simulated in the tread simulation and transferred as external forces to the carcass simulation.

HEAT TRANSFER SIMULATION

The heat transfer simulation handling heat flow between brakes, wheel well, rim, carcass, and tread layers. The heat transfer amongst tread elements, from tread elements to the road surface, and from the tread elements to the air are handled directly by the tread simulation (including advection and evaporation). The pressure of the tire is maintained by the carcass simulation via the ideal gas law.

Emergent Effects

Most effects just “fall out” of STM without explicit coding for effect:
Fy, Fx, and Mz vs slip angle curves, complete with realistic nuances, such as Mz inversion
Inclination effects such as camber thrust
Complex and sometimes subtle changes in behavior due to load, heat, pressure, and speed.
Proper behavior at a standstill and very slow speeds, although due to limitations of consumer force feedback devices, oscillations may still occur. Many tire models break down at a standstill.
Flatspots
Hydroplaning
Changed in behavior due to surface differences, such as surface roughness, track rubbering in, wetness, and dirt.

Check link for some images.
 
What sort of performance am I likely to get on this running at 1080p using a i5 3570k clocked to 4.2GHz, 16GB RAM and 2 x GTX670's.

I'd probably manage with 2xMSAA unless SMAA is in there in which case I'd go higher. Would be looking to run everything else at least high. Is that possible? I'd obviously be looking for 60fps.

Skimming this thread it looks as though there are problems with SLi?
 
phew..looking awesome.

been away for years from the betas, backed it ages ago.

one question - can you mod in cars? can you model your own and import them in some standardized way? can i make yakuza lambos with strobe lights?


tumblr_ncr2c1g4M51qgcqzko4_400.gif



Okay, so I tried a spin on tHe Nordschleife when wet....
Nice but a hands full!!

http://youtu.be/5eqN1Svc290


looks awesome but the water not running on the windows and screen takes a bit of the immersion away.
 
I love seeing backfires on performance cars in real life, although some local muppet must have deliberately tweaked the air/fuel mix on his Impreza because long blue flames shoot out of the tailpipes every single time he changes gear. It looks ridiculous.

Backfires in racing games and sims are one of those intangible little details that makes me smile every time I see them. When Forza finally added them in FM4 it was a day for celebration for me.

The ones in pCARS always seem to be of the slow-burn variety, with long flames lasting a second or so. It'd be nice if these were mixed up with the more explosive quick-flash type (with accompanying 'pop') that you get in, say, GT5 or Forza.

Yes, this is important to me.

There was a car in Shift 2 (I think it was an old BMW but not sure) that had its exhausts poking through the hood. Playing in cockpit or hood cam during night races was fucking incredible.
 
There was a car in Shift 2 (I think it was an old BMW but not sure) that had its exhausts poking through the hood. Playing in cockpit or hood cam during night races was fucking incredible.

I think that was the E30 (325i)? That was amaze. That car and the Merc 190E totally tricked out were awesome drives.
 
I'm worried that I won't be able to play this with a controller.

The Edge preview was less than complimentary considering this is devved by a UK team.
 
I'm worried that I won't be able to play this with a controller.

The Edge preview was less than complimentary considering this is devved by a UK team.

I've been playing with a pad mostly and it is definitely playable! Some cars are tricky (especially with the assists off) but this is what you would expect in a sim. Not every car handles the same and you will have to adapt your driving style, quite significantly in some cases.

There is also a lot of tweaking you can do to setup the pad how you like it as well as three different default presets (right now, this is obviously not final release).
 
Today my mind was blown: The silly flame effect that appears on tailpipes in racing games like CARS happens in real life. :P I mean, I guess I realized it could happen, but had never seen it.

Someone on the interstate was driving a black lamborghini and gunning the engine to make it loud and draw attention, and the tail pipes were doing little flashes of fire.
Its also a convenient BBQ matchine :)
http://youtu.be/u2OJfi5inHw
 
So, how does the game look so far? I'm not in the game so i have no idea how far it is.
Do you guys think it'll be complete come november?
 
The PC release is supposed to have "official" Oculus support correct? Tested, told how to get it running, selections in the menu, etc ...?

Assetto Corsa was a big letdown with the DK2 compatibility and their RC1 yesterday ... and it may be months before they fix that if the past is any indicator. I need a racing sim I can really get into that uses the DK2 that isn't LFS. AC is great without it though.
 
I've been playing with a pad mostly and it is definitely playable! Some cars are tricky (especially with the assists off) but this is what you would expect in a sim. Not every car handles the same and you will have to adapt your driving style, quite significantly in some cases.

There is also a lot of tweaking you can do to setup the pad how you like it as well as three different default presets (right now, this is obviously not final release).

I'm not sure the problems are in the physics engine at all - nothing to do with assists and car handling.

I think the devs just haven't got the pad controls really dialled in yet. After each weekly update I fire it up and try to get satisfactory pad controls and have yet to do so - to me it feels like the pad is an RC controller for the car and I'm controlling the car through an extra layer. There's no lag as there is in the shift games - but the pad feel is a heck of a long way from a Turn10 game - and I'm really not trying to compare car handling at all, just control pad implementation.
 
Pad, or analog stick?

The studio's track record with pad control is spotty. For goodness sakes, there's an (hilarious) apology for Shift 2's handling under the PCARS FAQ!
 
Analog stick.

I'm worried they aren't going to get this right - and will just leave to the player with some "here's all the sliders to make it work for you" excuse.
 
This is impressing me more and more. The new consoles are pretty much 100% lacking in sim racers (thanks Codemasters!) so I'm hoping this game can do well. The track list is awesome already and it's actually sort of noticeable that the Shift 2 people had some influence on selection. Not a bad thing! Well whatever. I'll take any console game with Road America.

Damn, this makes me miss games that feature the C1 Loop and Wangan. That highway stretch track in GT5/6 is nice but just not the same.
 
Rumours I'm hearing around the place is a delay is getting announced in the next 24 hours. The delay is pushing the game back to March 2015.

:(

This will happen.

It's just not polished enough yet, things need sorting. Especially controller inputs from gamepads.

AI is a mess as well, too much inconsistency on different tracks.
 
Rumours I'm hearing around the place is a delay is getting announced in the next 24 hours. The delay is pushing the game back to March 2015.

:(

Seemed like it wasnt quite ready from the recent videos but I kind of hoped they where just showing old builds while the team worked on getting it out the door.


Bummer.
 
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